197 research outputs found

    How to Beat the Boss: Game Workers Unite in the UK

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    This article provides an overview of the growth of game worker organising in Britain. These workers have not previously been organised in a trade union, but over the last 2 years, they have developed a campaign to unionise their sector and launched a legal trade union branch. This is a powerful example of so-called ‘greenfield’ organising, beyond the reach of existing trade unions and with workers who have not previously been members. The article provides an outline of the industry, the launch of the Game Workers Unite international network, the growth of the division in Britain as well as their formation as a branch of the Independent Workers’ Union of Great Britain. The aim is to draw out lessons for both the videogames industry, as well as other non-unionised industries, showing how the traditions of trade unionism can be translated and developed in new contexts

    No measure for culture? Value in the new economy

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    This paper explores articulations of the value of investment in culture and the arts through a critical discourse analysis of policy documents, reports and academic commentary since 1997. It argues that in this period, discourses around the value of culture have moved from a focus on the direct economic contributions of the culture industries to their indirect economic benefits. These indirect benefits are discussed here under three main headings: creativity and innovation, employability, and social inclusion. These are in turn analysed in terms of three forms of capital: human, social and cultural. The paper concludes with an analysis of this discursive shift through the lens of autonomist Marxist concerns with the labour of social reproduction. It is our argument that, in contemporary policy discourses on culture and the arts, the government in the UK is increasingly concerned with the use of culture to form the social in the image of capital. As such, we must turn our attention beyond the walls of the factory in order to understand the contemporary capitalist production of value and resistance to it. </jats:p

    Disrupting the dissertation: linked data, enhanced publication and algorithmic culture

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    This article explores how the three aspects of Striphas’ notion of algorithmic culture (information, crowds and algorithms) might influence and potentially disrupt established educational practices.  We draw on our experience of introducing semantic web and linked data technologies into higher education settings, focussing on extended student writing activities such as dissertations and projects, and drawing in particular on our experiences related to undergraduate archaeology dissertations. The potential for linked data to be incorporated into electronic texts, including academic publications, has already been described, but these accounts have highlighted opportunities to enhance research integrity and interactivity, rather than considering their potential creatively to disrupt existing academic practices. We discuss how the changing relationships between subject content and practices, teachers, learners and wider publics both in this particular algorithmic culture, and more generally, offer new opportunities; but also how the unpredictability of crowds, the variable nature and quality of data, and the often hidden power of algorithms, introduce new pedagogical challenges and opportunities

    Marx’s "Capital"in the Information Age

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    This article argues that a media and communication studies perspective on reading Marx’s Capital has thus far been missing, but is needed in the age of information capitalism and digital capitalism. Two of the most popular contemporary companions to Marx’s Capital, the ones by David Harvey and Michael Heinrich, present themselves as general guidebooks on how to read Marx, but are actually biased towards particular schools of Marxist thought. A contemporary reading of Marx needs to be mediated with contemporary capitalism’s structures and the political issues of the day. Media, communications and the Internet are important issues for such a reading today. It is time to see Marx not just as a critic of capitalism but also as a critic of capitalist communications

    Time invaders:conceptualizing performative game time

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    This chapter characterizes framing devices and other game elements as unstable signifiers, evaluating performances according to how they generate diachronic or synchronic effects by acting on those signifiers. Videogames make use of computers’ capabilities to present a very large set of these signifiers and thus generate highly complex forms of temporal experience. Because neither diachrony (exemplified by player performance) nor synchrony (computer-coded rule structures) can complete their respective operations and always leave a differential margin, videogames can be understood as diachrono-synchronic systems.Performative multiplicities of various sizes can be analyzed in terms of how they draw together or separate performances, creating a comparative methodology for describing temporal experience in videogames. One of the key synchronic effects is the Game Over, which has a high-level effect on all performances of a game. Considered as a synchronic horizon of experience, the Game Over provides a concept capable of addressing the heterogeneous and composite set of videogame elements in terms of how players interpret unstable signifiers. This includes narrative, which can be rigorously defined in terms of its synchronizing effect on a game’s performative multiplicity

    Precarious, Always-On and Flexible: A Case Study of Academics as Information Workers

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    The higher education landscape has changed in the last decades. The neoliberal restructuring of universities has led to transformations such as reducing public expenditure, allocating resources based on competition and quasi-market disciplines. These structural transformations have also an effect on the working conditions, practices and relations of subjects within universities. Questions that need to be addressed: How do different working contexts and conditions in the academia shape feelings of autonomy, flexibility and reputation on the one hand and precariousness, overwork and dissatisfaction on the other? What are the broader political realities and potentials in terms of solidarity, participation and democracy at universities? I address these questions based on a theoretical analysis and qualitative interviews with precariously employed academics

    Game Workers and the Empire: Unionisation in the UK Video Game Industry

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    This article investigates some of the key debates that have emerged within the nascent union organising project Game Workers Unite, with a specific focus on its UK branch (GWU UK). The analysis is based on a period of participatory observation and a series of interviews with board members of GWU UK. This article evaluates Game Workers Unite (GWU) in relation to other recent attempts at unionising the game industry. It concludes that the strategies adopted to counter the hyper-visibility and individualisation of the game worker are key contributions of GWU in contemporary video game labour. This article draws on the work of Dyer-Witheford and de Peuter (2009) Games of empire: Global capitalism and video games to evaluate the historical specificity of GWU and the importance of the organisation for the contemporary video game industry

    For a political economy of massive open online courses

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    In understanding the changes that are impacting the global higher education sector, developing a critique of the relationships between technology and technological innovation, new managerialism and financialisation, and the impact of the secular crisis of global capitalism is critical. Moreover, it is important to critique these changes historically and geographically, in order to understand how political economics shapes the space in which higher education policy and practice are recalibrated for capital accumulation and profitability. This article will argue that educational innovations such as Massive Open Online Courses (MOOCs) might usefully be examined in light of the relationships between technological and organisational innovation; the historical tendency of the rate of profit to fall that is affecting competing educational providers; the disciplinary role of the State in shaping an educational space for further capital accumulation; and the subsumption of open networks to the neo-liberal project of accumulation and profitability. Such an analysis then enables a critique of the claims that are made for open networks in delivering new forms of sociability that transcend structures of power and domination. As a result of this political economic critique, the article will situate the emergence of MOOCs inside and against Capital’s drive to subsume labour practices inside technologically mediated forms of coercion, command, and control. It will argue that the ways in which MOOCs and the services that are derived from them are then valorised might offer a glimpse of how the neoliberal educational project is disciplining academic labour and how it might be resisted

    Understanding Video Game Developers as an Occupational Community

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    The video game industry has rapidly expanded over the last four decades; yet there is limited research about the workers who make video games. In examining these workers, this article responds to calls for renewed attention to the role of the occupation in understanding project-based workers in boundaryless careers. Specifically, this article uses secondary analysis of online sources to demonstrate that video game developers can be understood as a unique social group called an occupational community (OC). Once this classification has been made, the concept of OC can be used in future research to understand video game workers in terms of identity formation, competency development, career advancement and support, collective action, as well as adherence to and deviance from organizational and industry norms
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