The Worker in Video Game Industry The gap between indie and incorporated video game developers in Indonesia

Main Article Content

Maulana Akbar
Indri Juwita Asmara

Abstract

The Indonesian video game industry is gaining good momentum as the national video game market continues to grow. However, the contribution of local video game developers is still very minimal. This study will look at the composition of local video games from the point of view of their human resources, from two entities that often appear, namely incorporated and indie. The results of this study indicate that the striking difference between the two entities is in the utilization of human resources from their educational background. While the most common is the habit of using outsourced labor.

Dimensions

Plum Analytics

Article Details

Section
Articles

References

Kompas. (2021 , Oct . ). Luhut Sebut Nilai Pasar Industri Game Indonesia Capai Rp 24,4 Triliun. Kompas Gramedia. [Online]. Available: https://money.kompas.com/read/2021/10/12/170835026/luhut-sebut-nilai-pasar-industri-game-indonesia-capai-rp-244-triliun

Newzoo. Insight into the Indonesian Game Market [Online]. Available: https://newzoo.com/insights/infographics/insights-into-the-indonesian-games-market/

C. O’Donnell, “This is Not a Software Industry,” in The Video Game Industry, 1st ed., New York, USA: Routledge, 2012, pp. 17–33.

L. Marie-Josee and J. Weststar, “The Capacity for Mobilization in Project-Based Cultural Work: A Case of the Video Game Industry,” Canadian Journal of Communication, vol.40, no.2, 2015, pp. 203-221, Available: https://doi.org/10.22230/cjc.2015v40n2a2805

B. Del Bosco, R. Chierici, and A. Mazzucchelli, “User entrepreneurship in the video game industry: the role of communities,” Journal of Small Business and Enterprise Development, Vo.27, No.4, 2020, pp-681-701 Available: https://www.emerald.com/insight/1462-6004.htm

H. Izushi and Y. Aoyama, “Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom”, Environment and Planning, Vol.38, 2006, pp.1843-1861.

B. Keogh, “1. Hobbyist Game Making Between Self Exploitation and Self-Emancipation,” in Game Production Studies, edited by O. Sotamaa J. Svelch, Amsterdam, Netherland: Amsterdam University Press, 2021, 29-46

M.Akbar and R. Hardiyati, “The Absorption of HRST From Technology-Based Companies of Indonesia,” STI Policy and Management Journal, Vol.1, No.1, 2021, pp.65-75, Available: http://www.stipmjournal.org/index.php/stipm/article/view/300

M. Akbar, G. Simamora, I.J. Asmara, and E.Achelia, “Gender Gap dan Partisipasi Pekerja STEM Wanita dalam Angkatan Kerja Indonesia,” Prosiding Forum Tahunan Pengembangan Ilmu Pengetahuan, Teknologi, dan Inovasi Nasional VI tahun 2016, 2016, pp. 527-533,

D. Beede, T. Julian, D. Langdon, G. McKittrick, B. Khan, and M. Doms. “Women in STEM: A Gender Gap to Innovation,” 2011, Available: https://files.eric.ed.gov/fulltext/ED523766.pdf

L. Haines “Why are there so few women working in games?” 2004.

Kemkominfo, “Peta Ekosistem Industri Game Indonesia 2020,” 2021

A. Fung. “ Redefining creative labor: East Asian comparisons: Precarious Creativity: Global media, local labor, 2016, pp.200-2014