Показати скорочений опис матеріалу

dc.contributor.authorMonastyrov, Hlib
dc.contributor.authorAlekseev, Mykhailo
dc.contributor.authorKostrytska, Svitlana
dc.date.accessioned2024-08-16T07:26:57Z
dc.date.available2024-08-16T07:26:57Z
dc.date.issued2024
dc.identifier.citationMonastyrov H. Сrunch culture: is the game worth the candle? / Hlib Monastyrov, Mykhailo Alekseev,Svitlana Kostrytska // Інформаційні технології: теорія і практика : тези доповідей I (VII) міжнародної науково-практичної конференції здобувачів вищої освіти і молодих учених (Дніпро 20-22 березня 2024) – Дніпро : Свідлер А.Л., 2024. – С. 338-341.uk_UA
dc.identifier.urihttp://ir.nmu.org.ua/handle/123456789/167580
dc.description.abstractGame development stands out among many other sectors in IT when it comes to working overtime. The necessity to stay long hours is to some extent inevitable for any job. Game industry, however, during the last decades has been among the leaders in both the number of overtime hours and their consistency. The 2021 report “State of the Game Industry” by GDC 1 showed that on average 45% of game developers worked more than 40 hours a week. Furthermore, maximum hours worked per week stayed at 40 hours for only 21% percent of the respondents. In game development, overtime work is not occasional, it is almost a standard. This practice was even marked with a word “crunch”, which became a sign for deadlines and budget struggles.uk_UA
dc.language.isoenuk_UA
dc.subjectсrunch cultureuk_UA
dc.subjectкультура кранчуuk_UA
dc.subjectвідео граuk_UA
dc.subjectкрановий часuk_UA
dc.titleСrunch culture: is the game worth the candle?uk_UA
dc.typeArticleuk_UA
dc.identifier.udk004uk_UA


Долучені файли

Thumbnail

Даний матеріал зустрічається у наступних фондах

Показати скорочений опис матеріалу