Re:The anti crunch hours license
by logicchains on Saturday March 30, 2019 @11:25AM
(#19529872)
>Good working conditions for highly-skilled in-demand work arise naturally through supply and demand.
But they don't necessarily arise if the demand from workers wanting to do that work is sufficient. For instance, game developers have relatively terrible work conditions by the standards of the software industry, because so many people want to work on games. You could reasonably argue that they get enough satisfaction from being able to work on games that they're willing to put up with worse conditions, but that doesn't change that their work conditions are relatively bad. The nice thing about somehow bringing about a reduction in developer working hours is that it wouldn't necessarily result in any loss in economic output or employer profit, as there's a wealth of research showing that working beyond a certain amount of hours daily is counterproductive, so it's a win-win, and could even increase productivity.
But they don't necessarily arise if the demand from workers wanting to do that work is sufficient. For instance, game developers have relatively terrible work conditions by the standards of the software industry, because so many people want to work on games. You could reasonably argue that they get enough satisfaction from being able to work on games that they're willing to put up with worse conditions, but that doesn't change that their work conditions are relatively bad. The nice thing about somehow bringing about a reduction in developer working hours is that it wouldn't necessarily result in any loss in economic output or employer profit, as there's a wealth of research showing that working beyond a certain amount of hours daily is counterproductive, so it's a win-win, and could even increase productivity.