Publication: Glamor above, precarity below: immaterial labor in the video game industry
Loading...
Program
KU-Authors
Organization Authors
Co-Authors
Date
Language
Type
Embargo Status
N/A
Journal Title
Journal ISSN
Volume Title
Alternative Title
Abstract
This article foregrounds the concept of immaterial labor to theorize the tension between the precarity of below the line workers and the glamor of above the line workers in the video game industry. I argue that even the most seemingly secure sections of the gaming workforce have a tendency to drift toward the economic precarity most acutely felt across below the line workers. In other words, we, as researchers, may need to question the presumed hard break between the above and below the line work experiences of employees in the game industry in light of the increase in processes of deskilling, outsourcing, and financialization. Moreover, I assert that workers, like game testers, are attracted to below the line positions as through-ports to the glamorous core sections of game labor: design, art, and programming. As such, they are interpellated to the ideology of creativity and practices of hope labor. The theoretical insights developed in the article draw on 2.5-year ethnographic work in a medium-sized game studio in the US, during which above and below the line digital laborers, and their spouses, were interviewed alongside participatory observation.
Source
Publisher
Routledge Journals
Taylor and Francis
Taylor and Francis
Subject
Citation
item.page.haspartof
Source
Critical Studies in Media Communication
item.page.ispartofseries
item.page.edition
DOI
10.1080/15295036.2015.1047880
item.page.datauri
item.page.link
Rights
N/A
Copyrights Note
Rights and licensing
N/A
