2021
DOI: 10.1177/10353046211037092
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Politicising digital labour through the politics of body

Abstract: By analysing the recent emerging labour movement of Korean digital game workers, this article seeks to explore a relatively novel issue – the importance of a politics of body in digital labour. By employing Elaine Scarry’s concept of ‘language of agency’ and ‘analogical substantiation’, the article first investigates how digital game workers express their work experiences and their embodied pain by analysing the mechanism of ‘crunch’ practice. Second, by examining ‘karoshi (overwork to death)’ and a series of … Show more

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Cited by 4 publications
(1 citation statement)
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“…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.…”
Section: The Rise Of Platform Game Workingmentioning
confidence: 99%
“…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.…”
Section: The Rise Of Platform Game Workingmentioning
confidence: 99%