A Precarious Game : The Illusion of Dream Jobs in the Video Game Industry / / Ergin Bulut.

"This book reveals the unequal politics of game development as a dream job, which only privileged subjects can enjoy, while many others have to face significant social and individual costs"---

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Place / Publishing House:Ithaca : : ILR Press, an imprint of Cornell University Press,, 2020.
Baltimore, Md. : : Project MUSE,, 2020
©2020.
Year of Publication:2020
Language:English
Physical Description:1 online resource (xiv, 205 pages)
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spelling Bulut, Ergin, author.
A Precarious Game The Illusion of Dream Jobs in the Video Game Industry / Ergin Bulut.
Ithaca : ILR Press, an imprint of Cornell University Press, 2020.
Baltimore, Md. : Project MUSE, 2020
©2020.
1 online resource (xiv, 205 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Includes bibliographical references and index.
Introduction : for whom the love works in digital game production? -- The unequal ludopolitical regime of game production : who can play, who has to work? -- The end of the garage studio as a technomasculine space : financial security, streamlined creativity, and signs of friction -- Gaming the city : how Studio Desire revitalized a downtown space in the Silicon Prairie -- The production of communicative developers in the affective game studio -- Reproducing technomasculinity : spouses' classed femininities and domestic labor -- Game testers as precarious second-class citizens : degradation of fun, instrumentalization of play -- Production error : layoffs hit the core creatives -- Conclusion : reimagining labor and love in and beyond game production.
"This book reveals the unequal politics of game development as a dream job, which only privileged subjects can enjoy, while many others have to face significant social and individual costs"--- Provided by publisher.
Description based on print version record.
CC BY-NC-ND
Ethnology Middle West.
Video games industry Social aspects Middle West.
Video game designers Job satisfaction Middle West.
Video games industry Employees Job satisfaction Middle West.
video games, labor studies, e-sports, game development, gender inequality.
1-5017-4655-3
1-5017-4652-9
language English
format eBook
author Bulut, Ergin,
spellingShingle Bulut, Ergin,
A Precarious Game The Illusion of Dream Jobs in the Video Game Industry /
Introduction : for whom the love works in digital game production? -- The unequal ludopolitical regime of game production : who can play, who has to work? -- The end of the garage studio as a technomasculine space : financial security, streamlined creativity, and signs of friction -- Gaming the city : how Studio Desire revitalized a downtown space in the Silicon Prairie -- The production of communicative developers in the affective game studio -- Reproducing technomasculinity : spouses' classed femininities and domestic labor -- Game testers as precarious second-class citizens : degradation of fun, instrumentalization of play -- Production error : layoffs hit the core creatives -- Conclusion : reimagining labor and love in and beyond game production.
author_facet Bulut, Ergin,
author_variant e b eb
author_role VerfasserIn
author_sort Bulut, Ergin,
title A Precarious Game The Illusion of Dream Jobs in the Video Game Industry /
title_sub The Illusion of Dream Jobs in the Video Game Industry /
title_full A Precarious Game The Illusion of Dream Jobs in the Video Game Industry / Ergin Bulut.
title_fullStr A Precarious Game The Illusion of Dream Jobs in the Video Game Industry / Ergin Bulut.
title_full_unstemmed A Precarious Game The Illusion of Dream Jobs in the Video Game Industry / Ergin Bulut.
title_auth A Precarious Game The Illusion of Dream Jobs in the Video Game Industry /
title_new A Precarious Game
title_sort a precarious game the illusion of dream jobs in the video game industry /
publisher ILR Press, an imprint of Cornell University Press,
publishDate 2020
physical 1 online resource (xiv, 205 pages)
contents Introduction : for whom the love works in digital game production? -- The unequal ludopolitical regime of game production : who can play, who has to work? -- The end of the garage studio as a technomasculine space : financial security, streamlined creativity, and signs of friction -- Gaming the city : how Studio Desire revitalized a downtown space in the Silicon Prairie -- The production of communicative developers in the affective game studio -- Reproducing technomasculinity : spouses' classed femininities and domestic labor -- Game testers as precarious second-class citizens : degradation of fun, instrumentalization of play -- Production error : layoffs hit the core creatives -- Conclusion : reimagining labor and love in and beyond game production.
isbn 1-5017-4653-7
1-5017-4654-5
1-5017-4655-3
1-5017-4652-9
callnumber-first H - Social Science
callnumber-subject HD - Industries, Land Use, Labor
callnumber-label HD9993
callnumber-sort HD 49993 E452
geographic_facet Middle West.
illustrated Not Illustrated
dewey-hundreds 300 - Social sciences
dewey-tens 330 - Economics
dewey-ones 331 - Labor economics
dewey-full 331.7/6179480977
dewey-sort 3331.7 106179480977
dewey-raw 331.7/6179480977
dewey-search 331.7/6179480977
oclc_num 1110150329
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