Home
Welcome to my website dedicated to raising awareness about the dangers of overwork in the game development industry. The mission is to highlight the importance of maintaining a healthy work-life balance and to provide resources and support for game developers who are struggling with the pressures of their profession.
What is Karoshi?
Karoshi is a Japanese term that translates to "death from overwork." It refers to the phenomenon where individuals suffer fatal health conditions, such as heart attacks or strokes, due to excessive work hours and stress.
December 25, 2015
24-year-old Matsuri Takahashi died by suicide, jumping from her company dormitory. Takahashi was an employee of Japan’s largest advertising agency, Dentsu Inc., notorious for its rigorous working environment.
Prior to her death, Takahashi had posted several disturbing messages to her Twitter account, expressing her helplessness. “It’s 4 a.m. My body’s trembling. I’m going to die. I’m so tired” and “I’m physically and emotionally shattered” are just two of the numerous cries for help Takahashi posted to social media.
An investigation by Tokyo’s Labour Standard’s Bureau found that Takahashi consistently worked more than 100 hours of overtime in a single month, as instructed by her superiors. Takahashi’s story created nationwide outrage, leading to the approval of the 2018 Workstyle Reform Act, outlawing employees from working more than 45 hours of overtime in a single month.
While the term originated in Japan, the concept of overwork-related deaths is not limited to a single country or industry. Game developers, in particular, are at high risk of experiencing health issues due to the demanding nature of their work.
Statistics:
- World Health Organization (WHO) and International Labour Organization (ILO) joint unveiled that in 2021, approximately 750,000 deaths due to Karoshi syndrome globally.
- Survey results by Moberly and Stobo on burnout in the game development industry found that: Developers with 4-6 years of experience, particularly those in senior roles, are most likely to report burnout. Interestingly, burnout does not consistently increase with experience or seniority. Lead developers and those with over six years in the industry are slightly less likely to report burnout, while game directors report very low levels (13%).
- Studies have shown a strong correlation between excessive work hours and a decline in both mental and physical health. In the same survey issued by Moberly and Stobo, about 27 percent bounced back between zero and six months, and another 20 percent pulled it off between six months to a year. But almost 30 percent said it took them one to three years to recover. About 11 percent needed three to five years. And just over 13 percent said they needed five or more years to come back from the brink.
Why Game Developers Are at Risk
Salazar said. "There were [college graduates] that were learning to program that had never programmed before and things like that. Killing themselves to do it. Staying after hours to learn more about their new job they hadn't studied at school." Understanding all of this, the question ceases to be whether crunch exists in Japanese game development. Video games are just one part of a larger tech employment culture that often demands long hours. What we call development crunch in the West remains relatively normalized in Japan across lots of different industries, especially white-collar jobs that take part in an office environment.
The Consequences of Overwork
Counterpoints and Reframing Success
Misconception: Success demands 24/7 dedication.
There is a common misconception that success in the game development industry requires constant dedication and long hours. However, this belief is not only harmful but also counterproductive.
Reframe:
A healthy, rested mind is more creative and productive. By prioritizing health and well-being, developers can achieve better results and maintain their passion for their work.
Take for example Gary Keller, a man whose net worth is over $200 million. The burnout from overworking himself led to the rise of a new philosophy and newfound success. In his book, The One Thing, Keller explains that life is like juggling five balls. The difference between them, four are glass and one is rubber. The rubber ball is work, and even if you drop it, you can always pickup right where you left. The same cannot be said for your relationships with your health, family and friends. Don't limit your experiences to one corner of our marvelous world.
Teams and workplaces thrive with sustainable practices. Encouraging a healthy work-life balance can lead to more innovative and successful projects, benefiting both developers and the industry as a whole.
Actionable Advice for Coders
Time Management
Set boundaries to work effectively without distraction on your one thing. Visualise the end of your one thing and break it down into manageable steps to avoid feeling overwhelmed.
Wellness Practices
Take regular breaks, train your mind with meditation, engage in physical activity, and maintain hobbies outside of work. These practices can help reduce stress and improve overall well-being.
Workplace Advocacy
Advocate for sustainable work practices within your team and organization. Push back against crunch culture and promote a healthy work environment for yourself and your colleagues.
Health Tips
Call to Action
Message: Achieving your dream project should never mean sacrificing your life. Build games, but also build a future for yourself. I've been exposed to countless extraoirdinary experiences and the stories they share thanks to ambitious game developers, but I would trade all that, although reluctantly, to bring peace and prosperity to those who've suffered through untold adversity to deliver such masterpieces.
Join the movement to commit to healthier work practices. Share your commitment and support others in the industry by participating in the conversations and community initiatives that will change your life for you today!