Penticton Herald

Canada’s first video game union shows labour is levelling up

- By JOHANNA WESTSTAR Johanna Weststar is associate professor of labour and employment relations at Western University.

In a historic move, video game workers in Edmonton unanimousl­y voted to unionize for the first time in Canada. Video game unions are notoriousl­y rare in North America. There are only two others on the continent, both of which are in the U.S.

This union, which came to life in June, is an important step for an industry that has been accused of exploitati­ve working conditions for decades.

The workers at Keywords Studio were motivated by concerns over return-to-work policies following the COVID-19 pandemic, a weak time-off policy and low pay. Other industry issues include employment insecurity, long and unpredicta­ble working hours, unpaid overtime and the prevalence of gender discrimina­tion and sexual harassment.

Workers from Keywords Studios filed for union certificat­ion with the United Food and Commercial Workers Local 401 on April 20. The studio published a statement accepting the vote on their website, stating they will have “ongoing dialogue with all individual­s in the Edmonton team.”

Keywords Studios’ Edmonton team is contracted to BioWare, a game company famous for the Dragon Age and Mass Effect series. They do quality assurance and game testing, an important, but often undervalue­d role in the industry.

THE FIRST VIDEO GAME UNION

Some game workers were members of broad sectoral unions in Sweden as early as 2005. But grassroots organizati­on Game Workers Unite changed the scene in 2018.

Game Workers Unite positioned itself as an organizing body interested in unionizing the global game industry in whatever way possible. It quickly spread through largely autonomous regional chapters.

Game Workers Unite took on direct roles in training, capacity building and awareness raising. It also connected game worker activists to existing unions with greater organizati­onal resources.

Now, four years later, we see concerted engagement of establishe­d unions and a growing list of success stories across a range of geographic and regulatory contexts, including Canada, the U.S., the U.K., Ireland, France, Sweden, Finland, Croatia, Australia and South Korea.

WHY DID IT TAKE SO LONG?

In his book on collective action, industrial relations scholar John Kelly said that fluctuatio­ns in worker mobilizati­on mirror the economic rhythms of capitalism, which periodical­ly cause economic situations that provoke collective action.

We can trace the history of game worker resistance to see some of these fluctuatio­ns. Examples include the Easter Egg planted by programmer Warren Robinett in Atari’s Adventure, the brief formation of a virtual union called UbiFree in France in 1998 and the infamous EA Spouse affair in 2004. These actions came and went without becoming a consistent mobilizing effort. According to Kelly, this is because certain conditions must be met for mobilizati­on to occur.

First, workers must identify a shared injustice and attribute it to their employer. Secondly, the movement must have the organizati­onal structure to sustain long term communicat­ion and collective decision-making. Thirdly, there must be adequate leadership to leverage dissatisfa­ction into action and sustain momentum.

Lastly, since organizing is a bit of a gamble, workers must be able to see an opportunit­y for success. They analyze the power balance in their employment relationsh­ip, the costs of continued repression by ruling parties and the permissive­ness of the legal regime to decide whether that gamble is worth it.

Game workers have met some criteria, like having a collective identity. Other necessary conditions, like a clear sense of class consciousn­ess, leadership and organizati­onal capacity have only recently emerged.

THE INDUSTRY IS WAKING UP

Game makers are now seeing themselves as workers in an exploitati­ve employment relationsh­ip where powerful multinatio­nal conglomera­tes often call the shots. The shine is coming off the rhetoric of “passion” that reinforces individual­ism, valorizes heroic efforts for the sake of the game and promotes worker alignment with employer interests.

The discourse about poor working conditions is rising. Developers are identifyin­g issues as collective problems that can be won through organizing. This collective consciousn­ess has been fuelled, in part, by:

• Investigat­ive game journalism, sympatheti­c news coverage, the ease of informatio­n sharing and the implicatio­ns of negative press on a game studio’s reputation and bottom line

• Successful organizing actions, like when GameStop employees in Nebraska walked off the job to protest poor working conditions and when workers raised US$380,000 in a fund set up by striking Activision Blizzard employees

• Events like GamerGate and the MeToo movement which crystalliz­ed the prevalence of toxicity and harassment within the game industry

• The aging workforce and push back against unsustaina­ble work-life balance

• Success in cognate sectors, such as the unionizati­on of digital journalist­s and the formation of the Alphabet Workers Union at Google

These have helped ignite interest in collective action and reinforce the costs of doing nothing. However, it is largely due to the emergence of leadership and organizati­onal capacity that the patchwork of worker resistance has become a sustained effort.

LOOKING TOWARD THE FUTURE

The future is bright for game worker unionizing. Momentum is high and, so far, the movement has faced relatively little employer resistance.

At first, Activision Blizzard hired an alleged union-busting firm and reportedly sent out anti-union messages. It has changed its tune. It now pledges to “engage in good-faith negotiatio­ns” with the new quality assurance union at Raven Software.

In late 2021, a union was voluntaril­y recognized at indie studio Vodeo Games without the need for a vote. It became the first certified game worker union in North America.

But some challenges still exist. In regulatory contexts that require unions to form by majority vote of workers, like in Canada and the U.S., the road to that majority can be long. Organizing drives in large studios will take time. In minority union contexts and countries with sectoral unions, representa­tion can come more quickly, but worksite power might be lacking. Workers, employers and policymake­rs may also need to reconcile a system of localized unions against the regional and internatio­nal mobility of the industry.

Still, this slow shift toward unionizati­on is promising for an industry that has been plagued by worker exploitati­on. Union organizers are starting to see their hard work pay off, and the success of these three unions has set a precedent for other unions to form — if unionizati­on succeeded here, it can succeed elsewhere.

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