Publication: One-dimensional creativity: a Marcusean critique of work and play in the video game industry
dc.contributor.department | Department of Media and Visual Arts | |
dc.contributor.kuauthor | Bulut, Ergin | |
dc.contributor.kuprofile | Faculty Member | |
dc.contributor.other | Department of Media and Visual Arts | |
dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
dc.contributor.yokid | 219279 | |
dc.date.accessioned | 2024-11-09T12:25:26Z | |
dc.date.issued | 2018 | |
dc.description.abstract | Creativity 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.fulltext | YES | |
dc.description.indexedby | WoS | |
dc.description.indexedby | Scopus | |
dc.description.issue | 2 | |
dc.description.openaccess | YES | |
dc.description.publisherscope | International | |
dc.description.sponsoredbyTubitakEu | N/A | |
dc.description.sponsorship | N/A | |
dc.description.version | Publisher version | |
dc.description.volume | 16 | |
dc.format | ||
dc.identifier.doi | 10.31269/triplec.v16i2.930 | |
dc.identifier.eissn | 1726-670X | |
dc.identifier.embargo | NO | |
dc.identifier.filenameinventoryno | IR01501 | |
dc.identifier.issn | 1726-670X | |
dc.identifier.link | https://doi.org/10.31269/triplec.v16i2.930 | |
dc.identifier.quartile | N/A | |
dc.identifier.scopus | 2-s2.0-85056828798 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14288/1586 | |
dc.identifier.wos | 443306500032 | |
dc.keywords | Herbert Marcuse | |
dc.keywords | One-dimensionality | |
dc.keywords | One-dimensional creativity | |
dc.keywords | Video games | |
dc.keywords | Digital games | |
dc.keywords | Video game industry | |
dc.keywords | Immaterial labour | |
dc.keywords | Play | |
dc.keywords | Political economy | |
dc.language | English | |
dc.publisher | TripleC | |
dc.relation.uri | http://cdm21054.contentdm.oclc.org/cdm/ref/collection/IR/id/8082 | |
dc.source | tripleC: Communication, Capitalism and Critique | |
dc.subject | Communication | |
dc.title | One-dimensional creativity: a Marcusean critique of work and play in the video game industry | |
dc.type | Journal Article | |
dspace.entity.type | Publication | |
local.contributor.authorid | 0000-0002-7972-3919 | |
local.contributor.kuauthor | Bulut, Ergin | |
relation.isOrgUnitOfPublication | 483fa792-2b89-4020-9073-eb4f497ee3fd | |
relation.isOrgUnitOfPublication.latestForDiscovery | 483fa792-2b89-4020-9073-eb4f497ee3fd |
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