Tech Wont Save Us
Tech Wont Save Us

Why Game and Tech Workers Are Organizing w/ Emma Kinema

Paris Marx is joined by Emma Kinema to discuss how workers are organizing in the video game and tech industries, the challenges faced by those workers, and the importance of organizing to improve workplaces, but also larger economic structures.Emma Kinema is a former tech and games worker who is a C

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Paris Marx HostEmma Kinema Guest

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Episode Summary

Executive Summary: Paris Marks interviews Emma Kinema about organizing in video games and tech, arguing that unionization is becoming both more possible and more necessary. Kinema explains how crunch, outsourcing, temp work, discrimination, and short-term corporate thinking harm workers, and highlights growing successes like walkouts, strikes, and new unions in games and tech.

Main Topics: Why games and tech need unions (Priority: 5/5): Kinema argues that workers in games and tech deserve the protections, dignity, and power that come from collective bargaining, especially in industries with weak union density and intense exploitation. The rise of game-worker organizing (Priority: 5/5): The conversation traces the development of Game Workers Unite and the broader cultural shift that made organizing feel possible, from public discussion to walkouts, unions, and workplace action. Crunch, burnout, and workplace harm (Priority: 5/5): Kinema rejects the idea that crunch is just bad planning, framing it as a consequence of short-term executive decision-making that damages health, retention, and product quality. Outsourcing, temp work, and two-tier labor systems (Priority: 5/5): A major theme is how studios and tech firms rely on contractors, vendors, and staffing agencies to suppress pay and benefits, creating unstable and unequal workplaces. Organizing as care, solidarity, and community (Priority: 4/5): Kinema emphasizes that strong organizing is rooted in empathy, mutual support, and personal connection—not just confrontation or protest. Organizing victories and global momentum (Priority: 5/5): The episode highlights successful campaigns and strikes in the US and internationally, showing that even small wins can normalize unionization and inspire further action. The future of labor in post-industrial tech (Priority: 5/5): Kinema warns that automation and restructuring will further split the workforce, making tech organizing strategically crucial for the broader working class.

Key Arguments: Games work was long treated as passion work, which helped normalize exploitation; workers increasingly reject that model and want stable, professional careers. Crunch is not mainly the result of incompetence or poor scheduling but of executives prioritizing quarterly results and shareholder value over long-term sustainability. Outsourcing and temporary staffing allow companies to cut labor costs, but they also weaken full-time workers by creating a two-tier system and lowering standards across the board. Organizing must be understood as a human, relational practice built on trust, empathy, and mutual aid, not just public conflict or formal union campaigns. Successful campaigns in games show that workers can win substantial improvements when they act collectively, and those wins spread confidence across the industry. Tech workers are part of the same economic system as game workers; both sectors face the same managerial logic and should organize together. Automation and structural change are not inherently bad, but under capitalism they translate into layoffs and insecurity instead of liberated time and improved living conditions.

Data Points: Games industry revenue: More than both film and music combined - Kinema uses this to show how economically significant the games industry is despite being treated like a hobby American adults who play games: Some 80-odd percent - Kinema cites broad participation to argue games are a major cultural industry Crunch example at Rockstar: 100-hour weeks - Referenced as an example of extreme overwork ahead of Red Dead Redemption 2 Lovestruck strike length: 3 weeks - The game writers at Lovestruck staged a strike before reaching a settlement Lovestruck pay increase: 78% average increase in pay-per-word rate - Reported outcome of the successful strike by game writers Number of game writers involved in Lovestruck strike: 21 workers - Kinema describes this as the first successful game worker strike she is aware of CD Projekt Red public commitment: Promise not to crunch - Kinema cites the company’s pledge before Cyberpunk 2077 release, later contradicted by events Google workforce trend: More temp vendor and contract workers (TVCs) - Used as an example of how tech firms create two-tier labor structures

Pivotal Quotes: "It feels impossible now, but I think we're going to look back and see it as inevitable in the future." — Paris Marks: Opening framing statement about organizing in tech "I don't organize workers though. I train them, I teach them, I guide them, but I don't organize workers. Workers organize themselves." — Emma Kinema: Kinema clarifies her role and emphasizes worker self-organization at the end of the interview "I think it's time to, like, really push." — Emma Kinema: Describing the moment when games workers began moving from awareness to collective action

Implications: The episode frames unionizing tech and games as a strategic necessity, not just a workplace issue. If workers build durable solidarity now, they can resist outsourcing, crunch, and automation-driven insecurity before these patterns harden further.

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About Tech Wont Save Us

Silicon Valley wants to shape our future, but why should we let it? Every Thursday, Paris Marx is joined by a new guest to critically examine the tech industry, its big promises, and the people behind them. Tech Won’t Save Us challenges the notion that tech alone can drive our world forward by showing that separating tech from politics has consequences for us all, especially the most vulnerable. It’s not your usual tech podcast.

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