Balancing fun and professionalism in game development: the dark and light side of play in virtual meetings

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.

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Publication Details

Journal
Frontiers in Communication
Published
2025-09-26
DOI
https://doi.org/10.3389/fcomm.2025.1609776
Primary Topic
Team Dynamics and Performance
Type
article
Field-Weighted Citation Impact
0.00
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article

Balancing fun and professionalism in game development: the dark and light side of play in virtual meetings

Maxwell Foxman, Alex Leith, Chaeyun Lim, Dalton Bouzek
Frontiers in Communication
Team Dynamics and Performance
article

Balancing fun and professionalism in game development: the dark and light side of play in virtual meetings

Maxwell Foxman, Alex Leith, Chaeyun Lim, Dalton Bouzek
article en

Abstract

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.

Frontiers in CommunicationVol. 10
Northwestern University (US), University of Oregon (US), Kansas State University Salina Aerospace and Technology Campus (US), Southern Illinois University Edwardsville (US)
Openalex Percentile: Top 70%
Team Dynamics and Performance
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Balancing fun and professionalism in game development: the dark and light side of play in virtual meetings — Maxwell Foxman, Alex Leith, et al. · Frontiers in Communication (2025) | TGRS Research Map | TGRS