{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","uuid":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","normalized_title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","isbns":["9787523600474"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":281,"navigation_url":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E5%B7%A5%E5%8E%82","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/8775e0ee-45b3-49e0-9051-2909d31de8ea","page_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/page","search_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/search"},"page":{"printed_page":121,"pdf_page":125,"physical_index":125,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"8f5223f555f0cbd73071510e0fab898413ee47e373b2996822effb7da8f21104"},"chapter":"第2章游戏工厂 游戏","content":"整个行业还有一些典型特征，包括“关键时刻”(CrunchTime)等现象。在斯莫林的薪资结构中，质保测试员的薪水处于底层，却和同一办公室内的其他工作团队成员一样，存在许多共通的问题。游戏行业一直以加班著称。典型的例子就是“关键时刻”———即一款游戏、一个新的关卡或一次重要版本更新发布前的数天或数个小时。斯莫林的一名员工这样描述道：\n\n“关键时刻”到来时，大家会带上睡袋，在发布之前住上5天。你不能离开办公室，也不能回家。我们会订购比萨，没日没夜地工作。如果有人想要回家照顾孩子，可能会遭到批评。②\n\n1第2章1游戏工厂：游戏\n\n①《雅各宾》对一名前任质保员工的引言（参见Williams,“You CanSleep Here All Night“ )。\n\n②在斯莫林公司柏林办事处的官方访问之外与工作委员会创始人的对话，柏林，2013年12月。\n\n121","previous_page":120,"next_page":122}