11 research outputs found

    Preparing to work: dramaturgy, cynicism and normative ‘remote’ control in the socialization of graduate recruits in management consulting

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    online) This paper examines the socialization of graduate recruits into a knowledge intensive labour process and organizational culture. Theoretically the paper draws upon the idea of ‘preparing for work’ to position this early socialization as a crucial moment in the production of subjectivities suited (and booted) for the labour process of management consulting. Empirically the paper reports on a two-day induction session for new graduate recruits joining a global management consultancy and their responses to this training. Particular attention is given to the use of role-play and a dramaturgical workshop used in part of the training process. The paper argues that the utilization of dramaturgy in training is consistent with the overall approach to control developed in the firm in response to the fact that the labour process of consulting is often conducted on client sites, away from any direct supervisory gaze. As such, the consultants were subjected to a form of cultural control that was designed to function independently of direct supervision. This control did not operate directly upon the new employees professed values, however, but at one step removed so that a ‘cynical distance’ from the content of the organization’s culture was accepted so long as a professional ‘ethic of behaviour’ was established. By focusing on an ‘ethic of behaviour’ these young professionals were encouraged to internalize a self-control akin to that of an actor, rather than internalizing the corporate values entirely

    Is it in the Game? Reconsidering play spaces, game definitions, theming and sports videogames

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    From the very first days of digital gaming, sport-themed videogames have been a constant and ever-popular presence. However, compared with many other genres of games, sports-themed videogames have remained relatively under-research. Using the case of ‘sports videogames’ this paper advocates a critical and located approach to understanding videogames and gameplay. Unlike many existing theorisations of gameplay, such as the ‘magic circle’ (Huizinga 1949 [1938]), which theorise play as a break from ordinary life, this paper argues for a consideration of play as a continuation of ‘the control of the established order’ (Lefebvre (1991 [1974]: 383). It argues that many videogames, and in particular sports videogames, can be understood as ‘themed’ spaces; which share similarities to other themed locations, such as fast-food restaurants and theme parks. These are ‘non-places’ (AugĂ© 1995) themed to provide a sense of individuality, control and escape in a society that increasingly offers none

    Gamification: What it is, and how to fight it

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    ‘Gamification’ is understood as the application of game systems – competition, rewards, quantifying player/user behaviour – into non-game domains, such as work, productivity and fitness. Such practices are deeply problematic as they represent the capture of ‘play’ in the pursuit of neoliberal rationalization and the managerial optimization of working life and labour. However, applying games and play to social life is also central to the Situationist International, as a form of resistance against the regularity and standardization of everyday behaviour. In this article, the authors distinguish between two types of gamification: first, ‘gamification-from-above’, involving the optimization and rationalizing of work practices by management; and second, ‘gamification-from-below’, a form of active resistance against control at work. Drawing on Autonomism and Situationism, the authors argue that it is possible to transform non-games into games as resistance, rather than transferring game elements out of playful contexts and into managerial ones. Since the original ‘gamification’ term is now lost, the authors develop the alternative conception as a practice that supports workers, rather than one used to adapt behaviour to capital. The article concludes with a renewed call for this ‘gamification-from-below’, which is an ideal form of resistance against gamification-from-above and its capture of play in pursuit of work

    Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military-Entertainment Complex?

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    This article presents a call for political scientists to look seriously at videogames. Beginning with a demonstration of their growing importance, the article then sets out the existing game-related literature which demonstrates their persuasive potential. The importance of games for political studies is illustrated through an in-depth discussion of the link between videogames and the militarisation of politics and society: exploration of the role of the military–entertainment complex, felt in particular through the militarisation of the content of games, suggests that this complex is influencing the militarisation of society. Finally, the article explores some of the ways in which such militarisation is being challenged through the use of games for political activism, centred on protests within game spaces and the development of ‘critical’ games. While the article as a whole concludes that the forces that serve to legitimate the military–entertainment complex are considerably greater than those which challenge it, and that the potential of games for activism is at present relatively limited, this does not mean that they are not worthy of study. Games retain considerable scope for both learning (with games offering vital potential to embed real social critique in players) and as potential sources for political activism, which is only likely to grow in the future
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