ORIGINAL RESEARCH article
Front. Commun.
Sec. Culture and Communication
Volume 10 - 2025 | doi: 10.3389/fcomm.2025.1609776
This article is part of the Research TopicThe Dark and the Light Side of Gaming (Volume II)View all 8 articles
Balancing Fun and Professionalism in Game Development: The Dark and Light Side of Play in Virtual Meetings
Provisionally accepted- 1School of Journalism and Communication, University of Oregon, Eugene, Oregon, United States
- 2Michigan State University, East Lansing, Michigan, United States
- 3Southern Illinois University Edwardsville, Edwardsville, Illinois, United States
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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.
Keywords: game development, Virtual meetings, Remote work, Play, Avatars, interviews
Received: 10 Apr 2025; Accepted: 08 Sep 2025.
Copyright: © 2025 Bouzek, Foxman, Lim and Leith. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Dalton Bouzek, School of Journalism and Communication, University of Oregon, Eugene, 97403-1275, Oregon, United States
Maxwell Foxman, School of Journalism and Communication, University of Oregon, Eugene, 97403-1275, Oregon, United States
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.