A Precarious Game : The Illusion of Dream Jobs in the Video Game Industry /
A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream job, which can be precarious and alienating for ma...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Ithaca, NY :
Cornell University Press,
[2020]
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
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100 | 1 | |a Bulut, Ergin, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 2 | |a A Precarious Game : |b The Illusion of Dream Jobs in the Video Game Industry / |c Ergin Bulut. |
264 | 1 | |a Ithaca, NY : |b Cornell University Press, |c [2020] | |
264 | 4 | |c ©2020 | |
300 | |a 1 online resource (222 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
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505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Preface -- |t Acknowledgments -- |t Introduction: For Whom the Love Works in Video Game Production? -- |t 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- |t 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- |t 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- |t 4. The Production of Communicative Developers in the Affective Game Studio -- |t 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- |t 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- |t 7. Production Error: Layoffs Hit the Core Creatives -- |t Conclusion: Reimagining Labor and Love in and beyond Game Production -- |t Notes -- |t References -- |t Index |
506 | 0 | |a Open Access |u https://purl.org/coar/access_right/c_abf2 |f unrestricted online access |2 star | |
520 | |a A Precarious Game is an ethnographic examination of video game production. The developers Bulut researched for almost three years in a medium sized studio in the US loved making video games that millions play. However, only some can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.In A Precarious Game, Bulut explores the politics of doing what one loves. Passion and love at work imply freedom, participation, and choice, but they in fact 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.Work within capitalism 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 an economic matter based on trade-offs in the workplace, we should consider work and love as a question of democracy rooted in politics. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
540 | |a This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: |u https://creativecommons.org/licenses/by-nc-nd/4.0 |u https://degruyter.uam.elogim.com/dg/page/open-access-policy | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 30. Aug 2022) | |
650 | 0 | |a Ethnology |z Middle West. | |
650 | 0 | |a Video game designers |x Job satisfaction |z Middle West. | |
650 | 0 | |a Video games industry |x Employees |x Job satisfaction |z Middle West. | |
650 | 0 | |a Video games industry |x Social aspects |z Middle West. | |
650 | 4 | |a History Of Technology. | |
650 | 4 | |a Media Studies. | |
650 | 7 | |a POLITICAL SCIENCE / Labor & Industrial Relations. |2 bisacsh | |
653 | |a video games, labor studies, e-sports, game development, gender inequality. | ||
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Cornell University Press Complete eBook-Package 2020 |z 9783110690460 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE COMPLETE 2020 English |z 9783110704716 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE COMPLETE 2020 |z 9783110704518 |o ZDB-23-DGG |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE Political Science 2020 |z 9783110704594 |o ZDB-23-PLW |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE Social Sciences 2020 English |z 9783110704723 |
776 | 0 | |c print |z 9781501746529 | |
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912 | |a 978-3-11-069046-0 Cornell University Press Complete eBook-Package 2020 |b 2020 | ||
912 | |a 978-3-11-070471-6 EBOOK PACKAGE COMPLETE 2020 English |b 2020 | ||
912 | |a 978-3-11-070472-3 EBOOK PACKAGE Social Sciences 2020 English |b 2020 | ||
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