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.
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