No abstract
This article applies sociological theories of 'craft' to computer gaming practices to conceptualise the relationship between play, games and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a 'craft'. In particular, through the concept of 'prehension', we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as 'contact', 'apprehension', 'language acquisition' and 'reflection'. We argue that players develop these practices of the hand to make sense of the game's rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.
The population of Detroit has been steadily declining since the 1950s, but the imaginaries that shape the city are in constant transformation, changing with each successive government or regeneration initiative. Since 2010, downtown Detroit has been targeted by blight removal projects, real-estate speculation and redevelopment plans. These growth-oriented imaginaries shape the ways in which place is perceived and encountered – materially and conceptually – often responding to ruin and decay with erasures and evictions that play out through cultural geographies of precarity, simultaneously disappearing and reproducing conditions of inequality. The changes in the city are reflected in my own experiences of Detroit in 2009 and 2015, using walking and driving methods to support grounded and emplaced encounters with the ‘unbecoming’ ruins in the city. The city of 2009 is being replaced – in imagination, and in reality – by a new way of thinking about Detroit, which asks us to imagine differently, to positively re-envision the future possibilities for growth and change. This article interrogates the different imaginaries of regeneration in the city and considers, through urban ruins, places that are absent from the new way of thinking Detroit. Through Berlant’s ‘precarity’ and Massey’s ‘emplacement’, this discussion reveals a complex process of unbecoming that is typified in the unstable material, cultural and historical geographies that structure the experience of place in Detroit.
In this article, we will use autoethnographic accounts of our use of the Apple Watch to analyse a new type of ludic labour that has emerged in recent years, in which leisure activities are redefined in terms of work and quantifiable data. Wearable devices like the Apple Watch encourage us to share data about ourselves and our activities, dividing our attention in everyday contexts as 'quasi-objects' that need our input to hybridise work and play, offering opportunities to merge leisure and labour, and also the possibility for resistant practices in the interstices between function and failure. We combine perspectives from Science and Technology studies, media studies and play studies, including the 'quantified self' and the 'Internet of Things', to argue that while the Apple Watch moves us closer to merging with the machine, its inability to provide what it promises offers a way out-a more positive understanding of intimate, wearable computing technology.
As "smart" urbanism becomes more influential, spaces and places are increasingly represented through numeric and categorical data that has been gathered by sensors, devices and people. Such systems purportedly provide access to always visible, measurable and knowable spaces, facilitating ever-more rational management and planning. Smart city spaces are thus governed through the algorithmic administration and categorisation of difference, and structured through particular discourses of smartness, both of which shape the production of space and place on a local and general level. Valorization of data and its analysis naturalizes constructions of space, place, and individual that elide the political and surveillant forms of techno-cractic governance on which they are built.This article argues that it is through processes of measurement, calculation, and classification that "smart" emerges along distinct axes of power/knowledge. Using examples drawn from the British Home Office's repurposing of charity outreach maps for homeless population deportation and the more recent EU EXIT document checking application for European citizens and family members living in the UK, we demonstrate the significance of Gunnar Olsson's thought for understanding the ideological and material power of smartness via his work on the very limits of representation. The discussion further opens a bridge towards a more relational consideration of the construction of space, place, and individual through the thinking of Doreen Massey.
As "smart" urbanism becomes more influential, spaces and places are increasingly represented through numeric and categorical data that has been gathered by sensors, devices and people. Such systems purportedly provide access to always visible, measurable and knowable spaces, facilitating ever-more rational management and planning. Smart city spaces are thus governed through the algorithmic administration and categorisation of difference, and structured through particular discourses of smartness, both of which shape the production of space and place on a local and general level. Valorization of data and its analysis naturalizes constructions of space, place, and individual that elide the political and surveillant forms of techno-cractic governance on which they are built.This article argues that it is through processes of measurement, calculation, and classification that "smart" emerges along distinct axes of power/knowledge. Using examples drawn from the British Home Office's repurposing of charity outreach maps for homeless population deportation and the more recent EU EXIT document checking application for European citizens and family members living in the UK, we demonstrate the significance of Gunnar Olsson's thought for understanding the ideological and material power of smartness via his work on the very limits of representation. The discussion further opens a bridge towards a more relational consideration of the construction of space, place, and individual through the thinking of Doreen Massey.
The relationships between the degree of cortical prion protein (PrP) deposition, tissue vacuolation and astrocytosis were studied in the frontal cortex of 27 cases of human spongiform encephalopathy, encompassing 13 cases of sporadic Creutzfeldt-Jakob disease (sCJD), four cases of familial CJD (fCJD) (one owing to E200K mutation, one owing to 144 bp insertion, one owing to P102L mutation and one owing to A117V mutation), five cases of iatrogenic CJD (iCJD) owing to growth hormone therapy and five cases of variant CJD (vCJD). The size and number of tryptophan hydroxylase (TPH) positive cells in the dorsal raphe were determined as an index of the function of the brain's serotonergic system. The amount of PrP deposited in frontal cortex in vCJD was significantly greater than that in both sCJD and iCJD, which did not differ significantly from each other. The extent of grey matter deposition of PrP correlated with that of white matter deposition. Deposition of PrP as plaques was greater in cases of sCJD bearing valine at codon 129 of PrP gene, especially when homozygous. However, all cases of vCJD displayed florid plaque formation yet these were homozygous for methionine at codon 129. Prion protein deposition as plaques was greater in cases of sCJD with 2A PrP isotype than those with 1 PrP isotype, similar to that seen in cases of vCJD all of which are 2B PrP isotype. There were no significant differences in the extent of astrocytosis between the different aetiological groups, in either grey or white matter, as visualized with glial fibrillary acidic protein (GFAP) or 5HT-2A receptor (5HT-2AR) immunostaining, although there was a strong correlation between the severity of 5HT-2AR and GFAP reactions within both grey and white matter. The extent of PrP deposition within the grey, but not white, matter correlated with the degree of astrocytosis for both GFAP and 5HT-2AR and the extent of tissue vacuolation in grey and white matter, although the latter did not correlate with degree of astrocytosis for either GFAP or 5HT-2AR. Astrocytes may be responding directly to the presence of PrP within the tissue, rather than the vacuolar damage to neurones. Although S100beta immunoreactivity was present in astrocytes in control cases, no S100beta staining was seen in astrocytes in either grey or white matter in most CJD cases. There were no differences in the number of TPH-positive cells between CJD and control cases, although the mean TPH-positive cell size was significantly greater, and cells were more intensely stained, in CJD compared to controls, suggesting a pathological overactivity of the brain's serotonergic system in CJD. This may result in excessive release of 5HT within the brain triggering increased 5HT-2AR expression within activated astrocytes leading to release and depletion of S100beta protein from such cells. The clinical symptoms of fluctuating attention and arousal could be mediated, at least in part, by such alterations in function of the serotonergic system.
With reference to Walter Benjamin’s work on nineteenth-century Paris, and Debord’s work on the spectacle, this article argues that the depiction of ruined cities in video games – as virtual ruins of the present – simultaneously reproduces the empty novelty of the commodity (the phantasmagoria of progress-oriented civilization), and offers a vision of failed progress through counter-spectacle. One means of understanding Benjamin’s dreamworld of modernity is through ruins and rubble – not only as material remnants, but in other visual or artistic forms that might reveal the illusion of progress as a fallacy, particularly in contrast to an urban-focused commodity capitalism. With an emphasis on Fallout 3, Hellgate: London and The Last of Us, and the S.T.A.L.K.E.R series this article argues that, if cities can be read as dreamworlds, and films, art and ruination as the means for awakening, then urban destruction in the virtual sphere can provide a counter to the collective dream of eternal progress.
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