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Переработки сотрудников в индустрии видеоигр
Purpose: to study the relationships between overtime, called crunch in the gaming industry, employees’ passion for work, burnout, and intentions to leave the organization (to go to another company in the gaming industry or to another industry). Methodology: conducting a survey of 96 employees of the Russian gaming industry (managers, game designers, programmers/software developers); analyzing quantitative data using descriptive statistics, correlation and regression analysis. Findings: statistically significant relationships were found between overtime, employee burnout, and intentions to leave the organization. The hypotheses about a positive relationship between overtime and employee burnout, burnout with the intention of employees to leave the organization and the gaming industry, and a direct positive relationship between overtime and the intention of employees to leave the organization and the gaming industry were partially confirmed. The hypotheses about partial mediation of the relationship between overtime and the intention of employees to leave the organization and the gaming industry by burnout, as well as about a positive relationship between passion for work and overtime were not statistically confirmed. Originality and contribution: this work is the first quantitative study of the crunch phenomenon in the Russian gaming industry and its consequences, which is based on a theoretical systems analysis of such constructs as overtime (crunch), passion for work, burnout, intentions to leave the organization, and identifying the links between them by surveying employees of the studied industry.