The extraordinary nature of this strike is such that it is making headlines in industry publications, The New York Times, and the financial and business press. A strong union summary of what is at stake in the strike can be found here. A National Public Radio report on the strike can be found here. A key issue that makes this strike significant and is moving coverage of it into the mainstream press is the matter of A.I. and how it affects the work that the striking workers perform. Absent a national industrial policy on A.I., clear legal and legislative protections for workers whose livelihoods are impacted by A.I., and much-needed special efforts to protect workers and communities of color who are doubly impacted by A.I., unions are left to organize and take action protecting their member's interests.
In this case, then, SAG-AFTRA is leading a strong effort to gain ground at the bargaining table. A SAG-AFTRA press release quotes SAG-AFTRA President Fran Drescher as saying that “We’re not going to consent to a contract that allows companies to abuse A.I. to the detriment of our members. Enough is enough. When these companies get serious about offering an agreement our members can live — and work — with, we will be here, ready to negotiate.”
Another union leader has been quoted as saying "The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games. That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year - that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
Another union leader has been quoted as saying "The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games. That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year - that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
SAG-AFTRA Video Game Strike Press Conference
The video game industry does indeed generate billions of dollars in profits and I have not heard that the industry is facing a crisis, although A.I. is changing the rules of competition in the video game industry, and in other industries as well. If we look at the industry and those employed in it as a whole, we see widespread and growing interest in unionization there. Moreover, we see video game workers motivated to unionize by many key issues, including fighting harassment and discrimination, protection from encroachments by A.I., winning enforcement of civil rights on the job, and winning parity with workers in other countries. Many unions are involved in organizing and representing these workers. One of the more innovative efforts is Rights & Protections for Gameworkers (RPG-IATSE).
The industry and labor relations in the industry are certainly becoming more complex. A very helpful article on the SAG-AFTRA strike that appeared in The Guardian yesterday said
The video game agreement covers more than 2,500 “off-camera (voiceover) performers, on-camera (motion capture, stunt) performers, stunt coordinators, singers, dancers, puppeteers, and background performers”, according to the union.
Amid the tense interactive negotiations, Sag-Aftra created a separate contract in February that covered indie and lower-budget video game projects. The tiered-budget independent interactive media agreement contains some of the protections on AI that video game industry titans have rejected.
Meanwhile, the Communications Workers of America is reporting the following victory for some of the video game workers CWA represents:
“What we’ve accomplished at World of Warcraft is just the beginning. My colleagues and I are embarking on a quest to secure better pay, benefits, and job security through a strong union contract. We know that when workers have a protected voice, it’s a win-win for employee standards, the studio, and World of Warcraft fans looking for the best gaming experience,” said Eric Lanham, Test Analyst and member of the World of Warcraft Gamemakers Guild–CWA Local 9510.
“We are so excited to announce our union at Bethesda Game Studio and join the movement sweeping across the video game industry. It is clear that every worker can benefit from bringing democracy into the workplace and securing a protected voice on the job. We’re thrilled to get down to brass tacks and win a fair contract, proving that our unity is a source of real power to positively shape our working conditions, our lives, and the company as a whole,” said Mandi Parker, Senior System Designer and member of CWA Local 2108.
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