Publication:
One-dimensional creativity: a Marcusean critique of work and play in the video game industry

dc.contributor.departmentDepartment of Media and Visual Arts
dc.contributor.kuauthorBulut, Ergin
dc.contributor.kuprofileFaculty Member
dc.contributor.otherDepartment of Media and Visual Arts
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.yokid219279
dc.date.accessioned2024-11-09T12:25:26Z
dc.date.issued2018
dc.description.abstractCreativity is at the heart of the video game industry. Industry professionals, especially those producing blockbuster games for the triple-A market, speak fondly of their creative labour practices, flexible work schedules, and playful workplaces. However, a cursory glance at major triple-A franchises reveals the persistence of sequel game production and a homogeneity in genres and narratives. Herbert Marcuse's critique of one-dimensionality may help to account for this discrepancy between the workers' creative aspirations and the dominant homogeneity in game aesthetics. What I call 'one-dimensional creativity' defines the essence of triple-A game production. In the name of extolling the pleasure principle at work, one-dimensional creativity eliminates the reality principle, but only superficially. One-dimensional creativity gives game developers the opportunity to express themselves, but it is still framed by a particular technological rationality that prioritises profits over experimental art. One-dimensional creativity negates potential forms of creativity that might emerge outside the industry's hit-driven logics. Conceptually, 'one-dimensional creativity' renders visible the instrumentalisation of play and the conservative design principles of triple-A game production - a production that is heavily structured with technological performance, better graphics, interactivity, and speed. Multi-dimensional video game production and aesthetics, the opposite of one-dimensional creativity, is emerging from the DIY game production scene, which is more invested in game narratives and aesthetics outside the dominant logics of one-dimensionality in triple-A game production.
dc.description.fulltextYES
dc.description.indexedbyWoS
dc.description.indexedbyScopus
dc.description.issue2
dc.description.openaccessYES
dc.description.publisherscopeInternational
dc.description.sponsoredbyTubitakEuN/A
dc.description.sponsorshipN/A
dc.description.versionPublisher version
dc.description.volume16
dc.formatpdf
dc.identifier.doi10.31269/triplec.v16i2.930
dc.identifier.eissn1726-670X
dc.identifier.embargoNO
dc.identifier.filenameinventorynoIR01501
dc.identifier.issn1726-670X
dc.identifier.linkhttps://doi.org/10.31269/triplec.v16i2.930
dc.identifier.quartileN/A
dc.identifier.scopus2-s2.0-85056828798
dc.identifier.urihttps://hdl.handle.net/20.500.14288/1586
dc.identifier.wos443306500032
dc.keywordsHerbert Marcuse
dc.keywordsOne-dimensionality
dc.keywordsOne-dimensional creativity
dc.keywordsVideo games
dc.keywordsDigital games
dc.keywordsVideo game industry
dc.keywordsImmaterial labour
dc.keywordsPlay
dc.keywordsPolitical economy
dc.languageEnglish
dc.publisherTripleC
dc.relation.urihttp://cdm21054.contentdm.oclc.org/cdm/ref/collection/IR/id/8082
dc.sourcetripleC: Communication, Capitalism and Critique
dc.subjectCommunication
dc.titleOne-dimensional creativity: a Marcusean critique of work and play in the video game industry
dc.typeJournal Article
dspace.entity.typePublication
local.contributor.authorid0000-0002-7972-3919
local.contributor.kuauthorBulut, Ergin
relation.isOrgUnitOfPublication483fa792-2b89-4020-9073-eb4f497ee3fd
relation.isOrgUnitOfPublication.latestForDiscovery483fa792-2b89-4020-9073-eb4f497ee3fd

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