2020
DOI: 10.1177/2059436420932518
|View full text |Cite
|
Sign up to set email alerts
|

Fragmented industrial structure and fragmented resistance in Korea’s digital game industry

Abstract: This article is part of the special issue Creative Labor in East Asia. By exploring specific political, economic, and institutional conditions promoting actually existing precarity in Korean digital game labor, this study aims to examine how the industrial and institutional conditions of precarity affect digital game workers’ subjectivity. Under this theoretical and empirical consideration, the study first delineates how the rapid industrial transition to the mobile game market happens in relation to the Korea… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
13
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
5

Relationship

1
4

Authors

Journals

citations
Cited by 8 publications
(13 citation statements)
references
References 31 publications
0
13
0
Order By: Relevance
“…Within this research scheme, the data for the study are extracted from two different sets of in-depth interviews. To begin, we re-used earlier (Kim and Lee, 2020) interview data with 22 digital game workers including six game designers, five artists, seven programmers, two project directors, one QA and one CS staff in different-sized digital game companies. Since these data focus on more general labour conditions and processes, we restructured the written-interview questions to focus on concrete work experiences – including work cycles and patterns, body/health conditions, frequency and experience of crunch mode in terms of emotional, physical and mental impacts, opinions about the nature of their work (its emotional, physical and mental characteristics) and thoughts and experiences relating to karoshi.…”
Section: Approaching Pain In Digital Labour: the Concept Of ‘Language Of Agency’mentioning
confidence: 99%
See 4 more Smart Citations
“…Within this research scheme, the data for the study are extracted from two different sets of in-depth interviews. To begin, we re-used earlier (Kim and Lee, 2020) interview data with 22 digital game workers including six game designers, five artists, seven programmers, two project directors, one QA and one CS staff in different-sized digital game companies. Since these data focus on more general labour conditions and processes, we restructured the written-interview questions to focus on concrete work experiences – including work cycles and patterns, body/health conditions, frequency and experience of crunch mode in terms of emotional, physical and mental impacts, opinions about the nature of their work (its emotional, physical and mental characteristics) and thoughts and experiences relating to karoshi.…”
Section: Approaching Pain In Digital Labour: the Concept Of ‘Language Of Agency’mentioning
confidence: 99%
“…Since the 2010s, the game industry has rapidly shifted to a mobile platform – a transition negatively impacting the working and living conditions of digital game workers. The impetus for this change was expansion of mobile game consumption due to the spread of smartphones, the development of game production technology as well as the spread of free game engines (making producing mobile games much easier) and the strengthening of regulations on PC (personal computer) online games (Kim and Lee, 2020). With fierce competition in the mobile game industry around the world, the game production cycle has been shortened.…”
Section: Setting the Scene: Characteristics And Changes Within The Korean Game Industry And Its Labourmentioning
confidence: 99%
See 3 more Smart Citations