12 research outputs found

    Taylorism 2.0: Gamification, Scientific Management and the Capitalist Appropriation of Play

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    By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor\u27s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour and leisure for the benefit of businesses (rather than for the benefit or fulfilment of workers), gamification potentially subjugates all time into productive time, even as business leaders use games to mask all labour as something to be enjoyed. In so doing, this study argues, the agency of individuals - whether worker or player - becomes subject to the rationalized nature of production. This rationalization changes the nature of play, making it a duty rather than a choice, a routine rather than a process of exploration. Taken too far or used unthinkingly, it renders Huizinga\u27s magic circle into one more regulated office cubicle

    Apportioned Commodity Fetishism and the Transformative Power of Game Studies

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    This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, and vagaries of game design, recursion, lexical formation, institutionalization, systems of self-effectiveness, theory as anti-theory, and commodification

    Between Pixels And Play: The Role of the Photograph in Videogame Nostalgias

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    The histories of videogames are so often contained with nostalgia for the screen, for the arcade, console, computer or game box design, and for the experience of playing itself. Various amateur photographs now archived on Flickr allow us to remember beyond the stereotypical, albeit iconic, imagery of Pac-Man and Space Invaders. The essence of play becomes captured in the photograph as a “collective memory” and “reflective nostalgia” for the places, times and actions inherent in the histories of the early 1970s and 1980s videogame era. It is through debating the so-often implied “reconstructed nostalgias” offered by videogame companies to consumers in their remakes of classic game titles that this paper explores “reflective nostalgia” of videogames by examining the role of photographs taken during the act of playing these games. In doing so it reframes 1980s videogame nostalgias beyond the “mediated space” of the screen, and moves instead towards the “play space” as another way of keeping these histories alive

    Who We Were When the World Was Watching

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    Walter Benjamin on the Video Screen: Storytelling and Game Narratives

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    Walter Benjamin’s 1936 essay, “The Storyteller„ (2006) defines storytelling as a mode of communication that is defined in part by its ability to offer listeners “counsel„, or meaningful wisdom or advice. This article considers the earmarks of storytelling as defined by Benjamin and by contemporary writer Larry McMurtry and argues this type of narrative experience can be offered via interactive media and, in particular, video games. After identifying the key characteristics of storytelling as set forth by Benjamin, the article proposes and advocates for a set of key characteristics of video game storytelling. In doing so, the article argues that effective narrative immersion can offer what Benjamin calls counsel, or wisdom, by refusing to provide pat answers or neat conclusions and suggests these as strategies for game writers and developers who want to provide educational or transformative experiences. Throughout, the article invokes historic and contemporary video games, asking for careful consideration of the ways in which games focused on sometimes highly personal narratives rely on storytelling techniques that instruct and transform and that can provide a rich framework for the design and writing of narrative games

    Kuchi, Cline, and Capitalism

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    Apportioned Commodity Fetishism and the Transformative Power of Game Studies

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    This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, the vagaries of game design, recursion, lexical formation, institutionalism, systems of self-effectiveness, theory as anti-theory, and commodification
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