With the launch of Grand Theft Auto VI approaching, companies are preparing for a potential wave of employee absences as gamers look to make time for one of the most anticipated video game releases in history. Logitech, however, is taking a different approach. The technology company is giving approximately 7,000 employees worldwide an official day off to play video games, turning gaming from a potential workplace distraction into an employee benefit.
The initiative, called ‘Logi Game Day’, allows everyone from full-time employees to interns to take one day off between now and the same time next year to play a game of their choice. Interestingly, employees do not have to schedule their gaming day around the release of GTA VI, giving them the flexibility to use the benefit whenever they want.

Why is Logitech giving employees a day off to play games?
Logitech CEO Hanneke Faber said the initiative was designed to challenge the longstanding perception that gaming is an unproductive activity.
“It’s time to retire the stereotype that gaming is a waste of time,” Faber said in a statement. She added that as a company developing products for both work and entertainment, Logitech recognises how engagement in one area can support performance in another.
Faber herself plans to participate on November 19, when Logitech will organise a gaming and streaming event at its office. The workplace will be transformed into a gaming lounge, allowing employees to participate in gaming activities and friendly competitions.
The date also coincides with the expected launch of GTA VI, although employees can choose any day before the corresponding period in 2027 to use their benefit.
“I’m ready for some fun and (friendly) competition,” Faber said.
Logitech says gaming can improve workplace productivity
The company’s decision reflects a broader argument that leisure activities can contribute to employee satisfaction and workplace performance.
Elaine Laird, Logitech’s chief people officer, said dedicated time for recreation could help employees return to their responsibilities with greater focus and renewed energy.
“Play is not the opposite of work,” Laird said. She explained that allowing people to disconnect and immerse themselves in activities they enjoy can encourage fresh thinking and help them approach complex challenges differently.
The idea also challenges conventional concerns about productivity losses associated with major entertainment releases. Economist Victor Matheson of the College of the Holy Cross, who studies sports and major events, has previously argued that even if such events affect productivity, the resulting improvement in people’s happiness could make the trade-off worthwhile.
For Logitech, the initiative offers a way to incorporate that philosophy into its workplace culture rather than treating gaming as an activity employees must squeeze into their personal time.

Credits: Mashable India
GTA VI launch could trigger employee absences
The timing of Logitech’s announcement is particularly interesting given the enormous anticipation surrounding Grand Theft Auto VI. Estimates suggest that nearly eight million copies of the game have already been sold, highlighting the commercial expectations surrounding its release.
Publisher Take-Two Interactive has also raised its financial outlook. In its quarterly earnings report released on Monday, the company increased its fiscal 2027 net bookings forecast to approximately $8.2 billion, compared with net bookings of $5.65 billion in fiscal 2025.
The excitement surrounding the release has even extended beyond corporate workplaces. Earlier this year, a US Army unit in Georgia attracted attention after reportedly offering active-duty soldiers a four-day pass to play GTA VI as an incentive to reenlist.
However, the anticipation could create challenges for employers that do not have similar policies. According to BambooHR research, half of gamers who planned to take time off for an upcoming game release said they intended to call in sick rather than formally schedule paid leave.
Logitech’s approach effectively addresses that problem by giving employees an official opportunity to step away from work without having to manufacture an excuse.
As gaming increasingly becomes part of mainstream entertainment and workplace culture, Logitech’s experiment could offer an interesting example of how companies adapt employee benefits to changing interests. Whether other employers follow suit remains to be seen, but for approximately 7,000 Logitech employees, finding time to play their favourite games just became a little easier.



