2025/09/26 by Dalton Bouzek, Maxwell Foxman, Chaeyun Lim +1 · 1 voice
Psychology · Social Sciences · #Impact of Technology on Adolescents #Knowledge Management and Sharing #Team Dynamics and Performance
paper · pdf · doi:10.3389/fcomm.2025.1609776
openalex publication_date 2025/09/26 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/23
Introduction The COVID-19 pandemic accelerated remote work adoption in the game development industry, an already precarious field characterized by “crunch” culture and ludopolitics. Against this backdrop, this study examines the dual nature of “play” in virtual meetings (VMs) among game industry professionals ( N = 38). Methods Through semi-structured interviews, we identify three primary manifestations of play: self-presentation through avatars and backgrounds, technological experimentation, and direct gameplay. Results Our findings reveal that playful elements simultaneously offer benefits, or “light” sides—enhanced creativity, reduced video conferencing fatigue, improved team cohesion and drawbacks, or “dark” sides—distractions, reduced professionalism in client-facing settings. Discussion Context emerges as a critical determinant of play’s appropriateness—indie studios embrace playfulness more readily than corporate environments, while brainstorming sessions accommodate play better than task-oriented meetings. Avatar use particularly highlights this complexity, potentially reducing fatigue while raising concerns about professional trust. These findings contribute to understanding how game developers navigate integrating play into professional spaces, suggesting that successful implementation requires careful consideration of meeting context, company culture, and workplace objectives.