Domestic Game Industry Crunch Mode: Average Duration More Than Doubled
국내 게임업계 크런치 모드, 평균 지속일 2배 이상 증가
2025.12.19 17:47 UTC+9
AI Summary
The 2025 survey reveals longer crunch periods despite AI productivity gains. Unofficial work hours have spiked to 9.2 hours, highlighting systemic inefficiencies. Large firms prefer cash rewards, while smaller ones rely on time-off for recovery.

The Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency (KOCCA) released the 2025 Game Industry Labor Environment Survey report on December 18.
The survey examined the labor environment of 3,000 game industry professionals and assessed the impact of AI technology on reducing working hours and improving productivity.
According to the report, the average weekly working hours for employees stood at 42.9 hours, a slight decrease from the previous year. However, unofficial working hours, such as off-the-clock tasks, increased to 9.2 hours, up 3.5 hours from 5.7 hours the previous year.
The crunch mode experience rate was 35.5%, similar to the previous year (34.3%). However, the average duration increased to 16.2 days, more than double the previous year's 7.4 days. This was attributed to structural factors such as constant workload increases (42.0%) and system errors (40.6%), indicating a need for improvements in work processes.
For large companies with 300 or more employees, 72.5% provided financial compensation for overtime, whereas only 7.7% of companies with fewer than 5 employees did so. Regarding rest after crunch mode, 63.5% of companies with fewer than 5 employees reported providing such measures, showing that compensation methods and recovery policies vary depending on company size.
The survey also found that 72% of professionals use AI technology in their work, leading to a 32.4% reduction in average working hours. AI adoption also boosted productivity and creative quality by 34.8% each, with 70.3% of respondents expressing an intention to continue using the technology.
The 2025 Game Industry Labor Environment Survey report is available on the official Korea Creative Content Agency website.

문화체육관광부와 한국콘텐츠진흥원(이하 콘진원)은 12월 18일 2025 게임종사자 노동환경 실태조사 보고서를 발간했다.
게임업계 종사자 3,000명을 대상으로 산업 전반의 노동환경 변화를 조사하고, 인공지능(AI) 기술 활용 증가에 따른 업무 시간 단축과 생산성 향상 등에 대해서도 확인했다.
조사에 따르면 종사자의 주 평균 노동시간은 42.9시간으로 지난해보다 조금 줄었으나, 회사 외 활동 등 비공식 노동시간은 9.2시간으로 전년(5.7시간) 대비 3.5시간 늘었다.
크런치 모드 경험률은 35.5%로 지난해(34.3%)와 비슷한 수준이다. 그러나 평균 지속일은 16.2일로 전년(7.4일) 대비 두 배 넘게 늘어났다. 상시적인 업무량 증가(42.0%), 시스템 오류(40.6%) 등 구조적 요인에 따른 결과로 나타나, 업무 프로세스 개선이 필요한 것으로 분석됐다.
300인 이상 대기업은 추가 근무에 대해 72.5%가 금전 보상을 제공하는 반면, 5인 미만 기업은 7.7%에 그쳤다. 크런치 모드 이후 휴식 보장에서는 5인 미만 기업이 63.5%로 상대적으로 높은 응답을 보였다. 기업 규모에 따라 보상 방식과 회복 제도에 차이가 나타났다.
종사자 중 72%가 업무에 인공지능(AI) 기술을 활용하고 있으며, 평균 업무 시간은 32.4% 단축된 것으로 조사됐다. AI 도입으로 생산성과 창작물 품질도 각각 34.8% 높아졌고, 종사자의 70.3%가 앞으로도 기술을 계속 활용할 의향이 있다고 응답했다.
2025 게임종사자 노동환경 실태조사 보고서는 콘진원 공식 홈페이지에서 확인할 수 있다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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