Gaming Industry Sees Decline in Crunch Culture but Increase in Maximum Work Hours | Be Korea-savvy

Gaming Industry Sees Decline in Crunch Culture but Increase in Maximum Work Hours


Visitors enjoying games at G-Star 2024, South Korea's largest gaming exhibition, which opened on November 14 last year at BEXCO in Busan. (Yonhap)

Visitors enjoying games at G-Star 2024, South Korea’s largest gaming exhibition, which opened on November 14 last year at BEXCO in Busan. (Yonhap)

SEOUL, Jan. 6 (Korea Bizwire) —  While fewer South Korean game developers are experiencing “crunch” periods—intense stretches of overtime before major releases or updates—the maximum weekly working hours during these periods have risen, according to a new report by the Korea Creative Content Agency.

The 2024 Game Industry Labor Environment Survey, published on January 3, revealed that 34.3% of gaming industry employees experienced crunch in 2024, a 3.9 percentage point drop from the previous year. However, the average maximum weekly working hours during crunch periods increased by 4.5 hours to 56.1 hours.

Overall, employees worked an average of 44.4 hours per week, exceeding their preferred average of 40.3 hours.

Mixed Sentiments on Flexible Work Policies

The survey found that 58.7% of respondents viewed the easing of South Korea’s 52-hour workweek positively. However, many emphasized the need for clear compensation systems (45%) and the abolition of the comprehensive wage system (42.9%) as prerequisites for successful implementation.

Currently, 69.9% of gaming industry employees are under the comprehensive wage system, a figure that exceeds 90% among small businesses with fewer than 50 employees.

Nexon subsidiary Neople prepares its booth for the upcoming game First Berserker: Kazan at Gamescom 2024, which opened on August 21 last year (local time) in Cologne, Germany. (Yonhap)

Nexon subsidiary Neople prepares its booth for the upcoming game First Berserker: Kazan at Gamescom 2024, which opened on August 21 last year (local time) in Cologne, Germany. (Yonhap)

International Legal Considerations for Game Exports

Alongside the labor survey, the Korea Creative Content Agency released a report on global gaming policies and regulations. It highlighted key legal considerations for exporting games to countries such as Singapore, Taiwan, Brazil, Australia, and India.

These included standards for terms of service, privacy protection, payment policies, and refund processes.

The report noted significant differences in regulatory approaches. For example, Singapore and Brazil have dedicated agencies overseeing gaming industry growth and regulation. In contrast, Taiwan, Australia, and India rely on broader consumer protection and fair trade bodies.

Additionally, regulations for loot boxes, a common feature in many games, are tightening globally. Taiwan legislated loot box disclosure rules in 2023, while Australia introduced adult-only ratings for games with paid loot boxes in September 2024.

The findings underscore both domestic and international challenges as South Korea’s gaming industry navigates labor concerns and global regulatory landscapes.

Ashley Song (ashley@koreabizwire.com)

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