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A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, 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. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply free...
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, 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. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply free...
Cognitive capitalism - sometimes referred to as 'third capitalism, ' after mercantilism and industrial capitalism - is an increasingly significant theory, given its focus on the socio-economic changes caused by Internet and Web 2.0 technologies that have transformed the mode of production and the nature of labor. The theory of cognitive capitalism has its origins in French and Italian thinkers, particularly Gilles Deleuze and Felix Guattari'sCapitalism and Schizophrenia, Michel Foucault's work on the birth of biopower and Michael Hardt and Antonio Negri's Empire and Multitude, as well as the Italian Autonomist Marxist movement that had its origins in the Italian operaismo (workerism) of the 1960s. In this collection, leading international scholars explore the significance of cognitive capitalism for education, especially focusing on the question of digital labor.
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
Unique cross-cultural and multimedial approach to class identity and precarity in literature, theatre, and film Contemporary culture not merely reflects ongoing societal transformations, it shapes our understanding of rapidly evolving class realities. Literature, theatre, and film urge us to put the question of class back on the agenda, and reconceptualize it through the lens of precarity and intersectionality. Relying on examples from British, French, Spanish, German, American, Swedish and Taiwanese culture, the contributors to this book document a variety of aesthetic strategies in an interdisciplinary dialogue with sociology and political theory. Doing so, this volume demonstrates the myriad ways in which culture opens up new pathways to imagine and re-imagine class as an economic relation, an identity category, and a subjective experience. Situated firmly within current debates about the impact of social mobility, precarious work, intersectional structures of exploitation, and interspecies vulnerability, this volume offers a wide-ranging panorama of contemporary class imaginaries.
This book charts new territory both theoretically and methodologically. Drawing on MacDougall’s notion of social aesthetics, it explores the sensory dimensions of privilege through a global ethnography of elite schools. The various contributors to the volume draw on a range of theoretical perspectives from Lefebvre, Benjamin, Bourdieu, Appadurai, Kress and van Leeuwen to both broaden and critique MacDougall’s original concept. They argue that within these elite schools there is a relationship between their ‘complex sensory and aesthetic environments’ and the construction of privilege within and beyond the school gates. Understanding the importance of the visual to ethnography, the so...
Ylva Grufstedt investigates the role of counterfactuals in uses of history through game designers and through digital strategy games. It discusses the content, form and perspectives that define different types of counterfactuals in the context of game-making – an effort to outline and detail the values and frameworks that shape the past in this popular media.
Tina Besley has edited this collection which examines and critiques the ways that different countries, particularly Commonwealth and European states, assess the quality of educational research in publicly funded higher education institutions. Such assessment often ranks universities, departments and even individual academics, and plays an important role in determining the allocation of funding to support university research. Yet research is only one aspect of academic performance alongside teaching and service or administration components. The book focuses on the theoretical and practical issues that accompany the development of national and international systems of research assessment, part...
Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and explores this intrinsic link where passion is expected and valorized, be it in the context of play, work, or culture. Passion, Jackson argues, is the connective tissue that sews together the shared experiences that people all over the world will undertake through videogames, including winning close matches, experiencing new worlds, and forging new friendships. This book interrogates the outco...
For people and governments around the world, the onset of the COVID-19 pandemic seemed to place the preservation of human life at odds with the pursuit of economic and social life. Yet this simple alternative belies the complexity of the entanglements the crisis has created and revealed, not just between health and wealth but also around morality, knowledge, governance, culture, and everyday subsistence. Didier Fassin and Marion Fourcade have assembled an eminent team of scholars from across the social sciences, conducting research on six continents, to reflect on the multiple ways the coronavirus has entered, reshaped, or exacerbated existing trends and structures in every part of the globe. The contributors show how the disruptions caused by the pandemic have both hastened the rise of new social divisions and hardened old inequalities and dilemmas. An indispensable volume, Pandemic Exposures provides an illuminating analysis of this watershed moment and its possible aftermath.