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A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry

Book
Ergin Bulut
2020
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A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.

A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.

Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Table of Contents

Cover

Title Page, Copyright Page

pp. i-vi

Contents

pp. vii-viii

Preface

pp. ix-x

Acknowledgments

pp. xi-xiv

Introduction: For Whom the Love Works in Video Game Production?

pp. 1-29

1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work?

pp. 30-53

2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction

pp. 54-72

3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie

pp. 73-88

4. The Production of Communicative Developers in the Affective Game Studio

pp. 89-104

5. Reproducing Technomasculinity: Spouses’ Classed Femininities and Domestic Labor

pp. 105-121

6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play

pp. 122-140

7. Production Error: Layoffs Hit the Core Creatives

pp. 141-158

Conclusion: Reimagining Labor and Love in and beyond Game Production

pp. 159-174

Notes

pp. 175-180

References

pp. 181-196

Index

pp. 197-205
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