Why Crunch Modes Doesn't Work: Six Lessons
www.igda.org
JULY 24, 2012
Electronic Arts is no different than many high-tech companies in this regard. A worker who is creating 10 widgets/hour at the beginning of a shift may be producing only 6/hour at the end of the shift, having peaked at 12/hour a couple of hours in. hours per week — but after that many hours, whos still counting?
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