“…In the literature on digital labour, early discussion of video gaming saw the production side of the story as a subtype of cultural and immaterial production (Dyer-Witheford & de Peuter, 2009;Hammar et al, 2020;Whitson, 2019;Xia, 2021), with a major line of scholarship focused on the game workers who were integral to developing and maintaining the virtual economy (de Peuter & Young, 2019;Deuze et al, 2007;O'Donnell, 2014). Newer scholarship beyond the West has investigated game workers' resistance against bodily control (Kim & Lee, 2021). However, most studies still define game workers as either content developers (Whitson, 2019) or casual gamers who contribute free labour (Taylor et al, 2015), a framing which obscures the stratified nature of video game work and skews debates toward middle-class tech and creative workers.…”