Publication:
Glamor above, precarity below: immaterial labor in the video game industry

dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.kuauthorBulut, Ergin
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.date.accessioned2024-11-09T23:49:33Z
dc.date.issued2015
dc.description.abstractThis 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.
dc.description.indexedbyWOS
dc.description.indexedbyScopus
dc.description.issue3
dc.description.openaccessNO
dc.description.publisherscopeInternational
dc.description.sponsoredbyTubitakEuN/A
dc.description.volume32
dc.identifier.doi10.1080/15295036.2015.1047880
dc.identifier.eissn1479-5809
dc.identifier.issn1529-5036
dc.identifier.quartileQ4
dc.identifier.scopus2-s2.0-84942818708
dc.identifier.urihttps://doi.org/10.1080/15295036.2015.1047880
dc.identifier.urihttps://hdl.handle.net/20.500.14288/14370
dc.identifier.wos361949100005
dc.keywordsCultural work
dc.keywordsEconomy
dc.language.isoeng
dc.publisherRoutledge Journals, Taylor and Francis Ltd
dc.relation.ispartofCritical Studies in Media Communication
dc.subjectCommunication
dc.titleGlamor above, precarity below: immaterial labor in the video game industry
dc.typeJournal Article
dspace.entity.typePublication
local.contributor.kuauthorBulut, Ergin
local.publication.orgunit1College of Social Sciences and Humanities
local.publication.orgunit2Department of Media and Visual Arts
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relation.isOrgUnitOfPublication.latestForDiscovery483fa792-2b89-4020-9073-eb4f497ee3fd
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relation.isParentOrgUnitOfPublication.latestForDiscovery3f7621e3-0d26-42c2-af64-58a329522794

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