The Guardian (USA)

Will Microsoft’s acquisitio­n of Activision Blizzard finally bring scrutiny on the video game industry?

- Akin Olla

Microsoft recently announced plans to purchase Activision Blizzard – one of the world’s largest video game companies – for nearly $70bn, making it the biggest acquisitio­n in tech to date. While big tech always seems to be facing some sort of – usually well-deserved – public criticism lately, the ire has mostly focused on social media. Facebook, YouTube and Twitter executives have all had to testify before Congress about their platforms’ roles in spreading misinforma­tion and being used as organizing tools for events like the January 6 storming of the US Capitol. This is all on top of a history of alleged labor violations, including complaints that traumatize­d content moderators are paid poverty wages and reports that Black employees face racial discrimina­tion.

Video game companies mirror many of the alleged problems of social media yet have long evaded accountabi­lity, outside of the occasional attempt to ban a violent video game. This is troubling given the staggering size of the game industry, which produces more revenue than the film and music industries combined and whose biggest hits make more money in days than most entire franchises make in their lifetimes.

A series of recent controvers­ies at Activision Blizzard highlights everything wrong with the industry. The latest round of shame began with a 2021 lawsuit filed by the California department of fair employment and housing. The suit alleged that women across the company were “assigned to lower paid and lower opportunit­y levels” and received lower salaries than male employees for similar work. The suit also alleged a “frat boy” workplace culture in which men got drunk at work and crawled into women’s cubicles to harass them. One woman killed herself on a business trip with a supervisor who brought sex toys and lubricant with him.

In early December, workers at Raven Software staged walkouts to protest what they said were the arbitrary firings of a dozen contractor­s. The next day at least 200 employees at Raven’s parent company, Activision Blizzard, replicated the protest. In response to the pressure, Activision Blizzard agreed to give contractor­s modest pay raises and paid holidays. This is all despite net earnings of $2bn the previous quarter and one of their games making the company an estimated $5m a day in revenue alone.

In 2019, Activision Blizzard fired 800 workers, roughly 8% of its entire workforce, despite record net revenue the year prior. November 2021 saw rebellions from both employees and shareholde­rs after a Wall Street Journal investigat­ion found that Activision Blizzard’s CEO, Bobby Kotick, was aware of and failed to respond to a large number of sexual misconduct allegation­s, including rape, in the company. The Wall Street Journal also detailed “misconduct allegation­s against Mr Kotick, including [that] he threatened in a voicemail to have an assistant killed”.

These are hardly isolated incidents within the industry. In 2019, over a hundred workers at Riot Games, a prominent video game company, walked out to protest an alleged environmen­t of hostility and sexual harassment. In 2020, women began posting on Twitter about harassment, discrimina­tion and sexual assault at video game industry companies and events; one organizer maintained a record of these stories, which have grown to a few hundred. Ubisoft, the makers of Assassin’s Creed, saw a wave of resignatio­ns and firings following stories of abuse, harassment, and the normalizat­ion of sexism and overwork within their offices. In 2021, a report by the Internatio­nal Game Developers Associatio­n found that 71% of survey participan­ts “perceived inequity towards others based on gender, age, ethnicity, ability, or sexual orientatio­n”.

That same survey found that roughly a third of participan­ts had experience­d “crunch”. Crunch refers to long, often uncompensa­ted, overtime that results in employees and contractor­s working between 65 and 80 hours a week. A 2019 investigat­ion by Polygon alleged a culture of fear at Epic Games, the creator of Fortnite, where some employees reportedly worked 100 hours a week.

The behavior of these companies is exacerbate­d by the same growing monopoliza­tion afflicting social media. There seem to be fewer and fewer midsized video game companies, while larger companies expand and swallow competitio­n. Activision Blizzard itself is a merger of two video game giants. Last year Microsoft’s game division, Xbox, acquired another major player, ZeniMax Media, the parent company of the developers of the Elder Scrolls games.

This wave of consolidat­ion, Bloomberg News reports, could “eventually lead to creative stagnation and other symptoms of monopoliza­tion, like limited choices and higher prices”. Electronic Arts, the owner of the Madden franchise, is a great example. The company is only able to put out such terrible football games each year because it used its wealth to maintain an exclusive contract with the league, putting any current and potential rivals out of business.

Steam, by far the largest online store for PC games, has a chokehold on the market. By 2013, Steam had acquired 75% of the global market for digital PC games. This near monopoly has enabled Steam to get away with the same kind of laissez-faire moderation that allowed white supremacis­ts to fester on Facebook. An Anti-Defamation League investigat­ion found hundreds of neo-Nazi Steam accounts, and many posts directly referencin­g the Holocaust and celebratin­g famous fascists and mass killers. Despite Steam’s market domination, it reportedly has a tiny paid moderation team supplement­ed by 13 volunteer moderators.

The video game industry may not yet have the same power as the leading tech juggernaut­s, but the industry is not to be ignored – especially considerin­g that other titans such as Amazon, Facebook (Meta) and Google (Alphabet) have recently begun moving into the space.

There is another world in which video game employees are treated with respect and dignity, those who create the games we love have control over their workplaces and the products they make, and consumers play comfortabl­y without the presence of Nazis. Until that day comes, the industry must be as scrutinize­d as its more dominant siblings in tech, and it must be regulated and dismantled before it becomes a new kind of vile.

Akin Olla is a contributi­ng opinion writer at the Guardian

The behavior of these companies is exacerbate­d by the same growing monopoliza­tion afflicting social media

 ?? ?? Employees protest Activision Blizzard in Irvine, California, on 28 July 2021. Photograph: David McNew/AFP/Getty Images
Employees protest Activision Blizzard in Irvine, California, on 28 July 2021. Photograph: David McNew/AFP/Getty Images

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