Game Production Studies 2021
DOI: 10.2307/j.ctv1hp5hqw.16
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Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry

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“…(See Chia, 2021, for an exploration of games culture as an example of a possible post-work society, and also Bulut 2020 on some of the complex ethical challenges this can give rise to. To put this social in context, note that work in the games sector is secured largely through personal contacts – Ozimek, 2021).…”
Section: Charming Workmentioning
confidence: 99%
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“…(See Chia, 2021, for an exploration of games culture as an example of a possible post-work society, and also Bulut 2020 on some of the complex ethical challenges this can give rise to. To put this social in context, note that work in the games sector is secured largely through personal contacts – Ozimek, 2021).…”
Section: Charming Workmentioning
confidence: 99%
“…This rejection is affective work, in two senses. First, it is a business strategy emerging under conditions which include the growth of a global ‘indie’ scene and the fracturing into niche markets of the games industry, the shift from games as commodities into platform-based services, and the espousal of digital content creation as a craft for self-presentation rather than the display of rarefied, professional expertise (Ozimek, 2021). These developments have altered the alliances and oppositions by which game, and digital culture more broadly, are constituted, with charming taking up the cause of a minority ethos.…”
Section: The Consolation Of Enchantmentmentioning
confidence: 99%