2019
DOI: 10.1177/1095796019893315
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Organizing in the Game Industry: The Story of Game Workers Unite U.K.

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Cited by 8 publications
(7 citation statements)
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“…In other words, crises are productive of subjectivities that celebrate hard work, competition, and elimination if need be. Third, Berlant highlights impasse, whereas game developers are organizing against the impasse they face at work and demand spaces of renewal and autonomy (Woodcock 2019). Finally, Berlant illustrates an "attrition of fantasy" whereas the game industry thrives on fantasies of meritocracy boosted by the mobile game and app ecosystem (Mejia and Bulut 2019).…”
Section: What To Do With Love and Its Cruelties At Work?mentioning
confidence: 99%
See 1 more Smart Citation
“…In other words, crises are productive of subjectivities that celebrate hard work, competition, and elimination if need be. Third, Berlant highlights impasse, whereas game developers are organizing against the impasse they face at work and demand spaces of renewal and autonomy (Woodcock 2019). Finally, Berlant illustrates an "attrition of fantasy" whereas the game industry thrives on fantasies of meritocracy boosted by the mobile game and app ecosystem (Mejia and Bulut 2019).…”
Section: What To Do With Love and Its Cruelties At Work?mentioning
confidence: 99%
“… 4. That said, radical forms of praxis and imagination show the limits of ludic authoritarianism in this industry (Anthropy 2012; Pedercini 2012; Ruberg 2015; Ruffino 2022; Woodcock 2020). …”
mentioning
confidence: 99%
“…This entails acknowledging that games are not simply means to "more noble" ends: even if games can support the development of other literacies, from language skills to programming abilities, game literacy should not be confined to a second-tier role within the constellation of different literacies. Videogames are important part of contemporary culture, with their ties and mutual influence becoming more and more evident, with the aforementioned rise of alt-right (Bezio, 2018) or the erosion and fight for workers' right (Woodcock, 2020) in the digital age being firstly rehearsed in gaming circuits. Adopting a cynical stance that sees games and gaming as "minor" and/or separate from contemporary life only legitimizes the hegemonical exclusionary practices that maintain games as "boy's toys" (Harvey, 2019) in the public imaginary.…”
Section: Final Thoughtsmentioning
confidence: 99%
“…Finally, with their focus on the resisting capacities of game developers, Games of Empire foresaw the organizing capacities of the multitude reflected in the global movement “Game Workers Unite” (Weststar & Legault, 2019; Woodcock, 2020). Although one might critique Games of Empire ’s overemphasis on flows of desire, its stress on struggle and labor autonomy is valuable, given the promising transnational struggle of Game Workers Unite.…”
Section: White Masculinity Ideology and Technological Practice In Gmentioning
confidence: 99%