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MarketWatch Poll: 32% of Fans Plan to Skip Work for GTA VI Launch

Almost one-fifth of American workers plan to take November 19, 2026, off to play the long-awaited Grand Theft Auto VI.

MarketWatch Poll: 32% of Fans Plan to Skip Work for GTA VI Launch
MarketWatch Poll: 32% of Fans Plan to Skip Work for GTA VI Launch

Almost one-fifth of American workers plan to take November 19, 2026, off to play the long-awaited Grand Theft Auto VI. With millions of preorders already placed, the game’s release is expected to trigger a significant surge in workplace absenteeism, with some projections estimating a $1 billion impact on U.S. economic productivity.

Employees Plan to Miss Work for Game Launch

As the November 19 launch of Grand Theft Auto VI approaches, human-resource platforms and employers are preparing for a wave of staffing disruptions. According to MarketWatch’s polls conducted on X and Instagram, 32% of those surveyed intend to skip work that day. With nineteen days left before the game’s debut, the significance of Rockstar’s return to Vice City is already altering labor relations and office schedules.

The anticipation is not limited to the United States. In Australia, experts warn that the release could significantly impact local productivity. Ciaran Hale, chief technology officer at payroll business Deputy, cautioned that sick days are the least of a boss’s worries, with the primary concern being employees spending the work day thinking about the game rather than performing their duties. Nobody counts these hours, Hale said.

Lost Productivity Costs Economy One Billion Dollars

The scale of the game’s anticipated impact reflects 13 years of pent-up demand. It has been 13 years since the release of the previous installment, Grand Theft Auto V, in 2013.

MarketWatch Poll: 32% of Fans Plan to Skip Work for GTA VI Launch
Photo: Nine.com.au

An economic projection estimates that 1.5 million Americans will call in sick or take paid leave on launch day, costing the U.S. economy roughly $1 billion in lost output, while Take-Two Interactive collects a comparable sum. For many fans, the wait has been a personal journey. Amy Gettler, 43, who has taken time off for every release in the series since 2013, has already preordered the game and requested paid time off for the Thursday release. I’m excited to ‘lock in’ on a videogame, Haynes, another fan, added, which I haven’t done since ‘GTA 5’ came out.

Staff Vote on Union Recognition During Game Launch

The cultural moment surrounding the game is compounded by labor developments within the developer, Rockstar Games. UK staff are scheduled to vote on formal union recognition between November 12 and November 26, 2026. This period, which encompasses the game’s launch and the closing stages of an employment tribunal regarding past firings, involves negotiations over topics like generative AI policy, flexible working, redundancies, overtime, and pay. Strauss Zelnick has already predicted the absences and stated the studio will not insert real-world product placement, as every brand in the fictional world is invented to keep the satire pure.

For some, like software engineer Bud Burruss, the decision is a matter of personal scheduling. Burruss, who plans to take five days off, described his typical gaming routine as involving little sleep to balance family time and work. He noted that for this release, he is prioritizing his time to play. As businesses brace for the window between November 18 and November 20, Deputy is urging bosses to treat these days as an active risk window. Give staff a legitimate way to trade out of launch-window shifts weeks ahead, so they swap instead of no-showing, Hale advised.

The game launches exclusively on PlayStation 5 and Xbox Series X|S. Digital preorders can begin preloading on November 12, and the physical edition will reach stores the same day as a download code. As of now, no PC release date has been confirmed.

MarketWatch Poll: 32% of Fans Plan to Skip Work for GTA VI Launch
Photo: The Daily Scrum News

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Culture Editor

Lucia Moretti

Lucia Moretti leads TellingPointy's Culture desk, exploring film, television, music, books, gaming, and the media industries around them, examining how creative works are produced, distributed, and received.