Of course it is impossible to draw a sharp line between the three categories outlined above. Format of Survey Reporting. Salaried Employees. Contract Terms. Game Audio is a highly diverse field, and as a result has a lot of variation in compensation. Note that all compensation numbers are guaranteed compensation, do not include any kind of bonuses, royalties, stock awards, etc, which are reported on separately.
To calculate compensation, we broke respondents into three categories:. Salaried employees who do freelance work on the side. We further broke freelancer Work for Hire projects into:. Respondents who listed compensation numbers of 0 were filtered out of all compensation charts, as were entries we determined to be obviously anomalous.
All compensation information is in U. Mean Years in Industry: 8. There are as many salaries higher than the median as there are lower. Median is reported because the mean can be skewed by a small number of very high or very low values. Salaries again in have two main peaks, one at around 60,, and one around , Annual Income vs Experience for Salaried Employees. Salaried Employees: Salary by Geographic Region. Reporting only on salaried employees no freelance income , there is a significant difference between both median and mean average salaries between the United States and the rest of the world.
NOTE: salaries are not normalized for region-based cost of living. Salaried Employees with Freelance Income on the side. Of those who did, their reported freelance income was. Salaried Employees by Gender. The average and median salaries reported overall different by gender significantly.
However, the average and median number of years in the industry also differed; as seen above, there is a clear correlation between compensation and number of years in the industry. It should also be noted that women represented approximately Although still strong, growth has stalled for the console in contrast to Apple's handheld, which is still relatively new to the market. Looking at publishers expected to be the most successful this year, and once again Activision Blizzard comes out on top with a massive Electronic Arts receives around the same percentage of votes as last year, as it gets off to a busy first quarter with Army of Two: The 40th Day, Mass Effect 2 and Battlefield Bad Company 2.
Nintendo sees a significant drop off again, down from the support of over There are slightly more pessimistic answers here, too — with fewer people expecting their salaries to rise this year.
Last year, around 60 per cent hoped for a raise. But no one surveyed said they expected a drop in salary this year, suggesting the worst is behind us. Respondents were more upbeat about overall. Many staff get sales or performance-related bonuses, but not as many reported as in The salaries of game audio employees for women are generally less than that of their male counterparts. However, based on a commissioned analysis, the difference in salary is most likely attributed to the difference in reported years of experience, and not to any particular systemic bias based on gender.
This is a different outcome from a previous look into the salary discrepancy between men and women in game audio in , which did find such a bias. Of note: in , the average Mean years of experience for women was 6. Whether this reflects larger number of less experienced entering the field or experienced women leaving the field could not be determined.
In the rest of the world, approximately nine in ten are male. This is the highest percentage of non-male respondents to date, and is a decrease from For the first time, we asked respondents their race or ethnicity. To determine correlations between gender, education and income, we contracted Dr Mary Siegrist to analyze the raw.
Siegrist was also the analyst for our analysis of the "game audio gender gap. The data did not demonstrate a correlation between income and gender.
This is a different from the results. The data did not demonstrate a correlation between income and education. There was a positive correlation between income and years of experience, both with and without controlling for geographic location. The above conclusions were separately determined for both freelancers and salaried employees.
You can read Dr. Siegrist's formal analysis here wonkish :. While this survey attempts to gather and analyze data from the industry in as neutral a fashion as possible, it is not a rigorous MIT-PhD-thesis level report! The Game Audio Survey, like any survey, has inherent limits and biases.
These may include, but are not limited to:. The survey was publicized via social media and email networks and known audio groups and via some major music industry web sites.
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