2020
DOI: 10.1386/jfs_00009_1
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Productive leisure in post-Fordist fandom

Abstract: For over a decade, scholars have considered how digital play has converged with the work of media production. From esports and volunteer moderation to play-testing, the circuits of game production are accelerated by players’ passionate engagements as fans and hobbyists, which are intertwined with their professional ambitions to join the industry. It is now taken for granted in scholarly discourse that work and play, production and consumption, and professional and amateur identities are blurring. Researchers p… Show more

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Cited by 6 publications
(5 citation statements)
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“…Play is polyphonic (Stenros, 2019, p. 25) allowing many different behaviors under its mantle; it might boost civic participation (Gordon & Walter, 2016), tackle complex issues such as gender disparity or colonialism (Mukherjee, 2018) or give meaning to mundane experiences (Sicart, 2014(Sicart, , 2018. Yet play also is a driving force in ugly fan backlashes (Stanfill, 2020), exploitation of free labor (Chia, 2020) or locking users into compulsive manipulative systems (Joseph, 2021). The function of engagement also emphasizes affect, as shown by Reinhard et al (2022) in analyzing QAnon through the lens of fandom studies.…”
Section: Bringing Conspiratorial Worlds Into Playmentioning
confidence: 99%
“…Play is polyphonic (Stenros, 2019, p. 25) allowing many different behaviors under its mantle; it might boost civic participation (Gordon & Walter, 2016), tackle complex issues such as gender disparity or colonialism (Mukherjee, 2018) or give meaning to mundane experiences (Sicart, 2014(Sicart, , 2018. Yet play also is a driving force in ugly fan backlashes (Stanfill, 2020), exploitation of free labor (Chia, 2020) or locking users into compulsive manipulative systems (Joseph, 2021). The function of engagement also emphasizes affect, as shown by Reinhard et al (2022) in analyzing QAnon through the lens of fandom studies.…”
Section: Bringing Conspiratorial Worlds Into Playmentioning
confidence: 99%
“…This murky status has polarized academic opinions on the effects of UGC: fans contribute to "participatory culture" by adding to, remixing, and reshaping their favorite media (e.g., Postigo 2010). However, worries persist concerning companies capitalizing on or exploiting user labor, even though users make content for reasons beyond economic value (e.g., Chia 2020;Fast et al 2016). UGC takes many forms in gaming, from streaming playthroughs to "modding," or modifying titles utilizing developer-released code.…”
Section: On Playbor and Productionmentioning
confidence: 99%
“…Playbor satisfied both corporate needs for innovation and modders' desire for "problem solving, hacking, self-expression and portfolio building" (van der Graaf 2017: 33). The concept has been critiqued for lacking clarity regarding the relationship between, and reasons for, labor and play (e.g., Chia 2020;Duffy 2017;Fast et al 2016;Goldberg 2018). Chia, for instance, suggests that playbor does not "fully capture the productive relations" (2020: 52) between commercial and non-commercial activity, and argues that the voluntary nature of "hobbies" better characterizes this type of post-Fordist work (ibid.…”
Section: On Playbor and Productionmentioning
confidence: 99%
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“…This ‘private play turned into public entertainment’ (Taylor, 2018: 6) provides a space for viewers to log on and follow a stream of a video game player, all while chatting with other people watching the same stream. Turning their hobby into their labour (see Chia, 2020), some Twitch streamers have become celebrities in their own right and have garnered a strong following on the site; they can make money as ‘influencers’ on the site through paid subscriptions, donations and influencer marketing. According to ‘Twitch Tracker’, Twitch as per 2019 routinely has 4.4 million monthly streamers, 53,000 concurrent channels and over 260 billion minutes of content watched annually.…”
Section: Twitch and Streaming Doctor Whomentioning
confidence: 99%