A Precarious Game
Ilr Press (Verlag)
978-1-5017-4652-9 (ISBN)
A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.
Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
Ergin Bulut is Assistant Professor in the Department of Media and Visual Arts at Koç University. He is currently a visitor researcher at the Institute for Advanced Study, Princeton, and a faculty fellow at the Center for Advanced Research in Global Communication at Annenberg School for Communication. He is co-editor of Cognitive Capitalism, Education and Digital Labor, and you can follow him on X @ergincloud.
Introduction: For Whom the Love Works in Video Game Production?
1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work?
2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction
3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie
4. The Production of Communicative Developers in the Affective Game Studio
5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor
6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play
7. Production Error: Layoffs Hit the Core Creatives
Conclusion: Reimagining Labor and Love in and beyond Game Production
Erscheinungsdatum | 03.02.2020 |
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Verlagsort | New York |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 907 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
Informatik ► Weitere Themen ► Computerspiele | |
Wirtschaft | |
ISBN-10 | 1-5017-4652-9 / 1501746529 |
ISBN-13 | 978-1-5017-4652-9 / 9781501746529 |
Zustand | Neuware |
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