2018
DOI: 10.1080/1369118x.2018.1468920
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Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour

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 ha… Show more

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Cited by 17 publications
(19 citation statements)
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References 8 publications
(3 reference statements)
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“…This feeling of obligation to mobilise esports techniques is consistent with previous accounts of players’ relation to esports-level strategies, which are seen to have a high degree of currency or legitimacy in the context of amateur play (see Egliston, 2019; Brock and Fraser, 2018; Taylor, 2012). As some of my participants saw it, the best players were those who studied esports metagames and replicated them effectively in their own play.…”
Section: Learning Dota 2 and The Finitude Of The Bodysupporting
confidence: 87%
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“…This feeling of obligation to mobilise esports techniques is consistent with previous accounts of players’ relation to esports-level strategies, which are seen to have a high degree of currency or legitimacy in the context of amateur play (see Egliston, 2019; Brock and Fraser, 2018; Taylor, 2012). As some of my participants saw it, the best players were those who studied esports metagames and replicated them effectively in their own play.…”
Section: Learning Dota 2 and The Finitude Of The Bodysupporting
confidence: 87%
“…Given the central character of extrinsic, ‘paratextual’ material in games (see Consalvo, 2007), more clearly understanding the implications of such material on gameplay is an urgent concern. Through the findings presented in this article, we get a sense of the complex material ecologies that comprise how play happens (or more specifically, how skilled play does not happen ) – pertinent to ongoing conversations around embodiment and gaming in a range of disciplines, including media studies (Behrenshausen, 2014), game studies (Apperley, 2009; Keogh, 2018), human geography (Ash, 2013) and sociology (Brock and Fraser, 2018).…”
Section: Resultsmentioning
confidence: 99%
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“…More recently, the first author has traced the 'craft' of playing video games to the dexterous movement of a player's hands and the connection that this has to the experiences of skilled labour (Brock and Fraser, 2018). The author examines how this definition of skill applies to video gaming practices: that is, how the play of digital games involves a 'dialogue' between the player's hands, the controls and the enablements and constraints of a game's design, such that, with practice, players feel that they can make something well.…”
Section: Video Gaming As a Craftmentioning
confidence: 99%