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labor

April 24th

It seems that class politics’ time has come in games criticism, with labor issues at the forefront of analyses of both the industry and its products this week.

Creators

Working conditions and practices have been a major topic of discussion, with a particular focus on crunch and overwork.

  • Don Daglow: “I’m calling bullshit on core, mid-core and casual” | GamesIndustry.biz GamesIndustry.biz reports on a games industry veteran’s remarks about gaming’s class divide.
  • My Game (In One Long Sentence) | The Ludosphere Altug Isigan provides a useful guide to describing a game in a single sentence.

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July 26th

…to make up for bad planning should (and often is) seen as a failure. But that overwork is partly made possible by our industry’s acceptance of overtime as “what it takes.” […] Once you start thinking that way, people will take advantage of it.

At The New Inquiry, Bea Malsky looks to how casual games such as Kim Kardashian: Hollywood and Diner Dash teach the player to view often-invisible “women’s work” as real labor under capitalism:

When Silvia Federici wrote Wages against Housework, she wasn’t calling for hourly wages for housewives as an end in itself, and this is key…

August 7th

…a video about Sonic and a stellar essay on gamer identity.

  • It’s Not Easy Being Blue – YouTube (video: auto-captions) Innuendo Studios riffs about Sonic’s lack of identity, and how it relates to subjectivity in the social media age.
  • Distraction, Consumption, Identity: The Neoliberal Language of Videogames | Sufficiently Human Lana Polansky calls for mass resistance and coherent labor politics, as an alternative to the divergent identity organising that can so easily be absorbed into the leisure and consumption of games.

“The spectacular dimension of capitalism has a way of defanging and absorbing any form of resistance or

February 25th

Emotional labor

In a remarkable little bit of serendipity, this week brought two separate investigations of emotional labor in games that portray romantic relationships between women and men, both of them nuanced and enlightening.

  • How to (not) save your boyfriend: examining gender roles in Mystic Messenger | Medium Giada Zavarise argues that the behavior of NPCs in this dating game places gendered expectations on the player-character, who is assumed to be female even if the player chooses to state otherwise.
  • We need to talk about Florence and emotional labour | Tumblr Mahli-Ann Butt describes the gendered affective

01: Subjectivity

…of power.

When I play on my 3DS or my iPhone or laptop, I depend upon the power to move my fingers across the control/track pad and to press buttons. My play depends upon the exploited labor of women working in hardware manufacturing, software design, review and criticism publication… and the extended simulation of play depends upon the continued promulgation of these systems that imagine games, produce games, distribute games, advertise games, and encourage game play. Yes — my play is always contingent on a community of players, even if the game isn’t designed to facilitate direct engagement with them.

Discover a Critical Culture

…broader culture. And most importantly, Critical Distance made me feel like I could be a part of the conversation, inviting me to participate in its Blogs of the Round Table and submit my work to This Week in Videogame Blogging.

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Jenn Frank Lana Polansky Zolani Stewart Sex History Labor Racism Bodies Narratives Aesthetics

Through Critical Distance, I’ve learned about games and sex, games and history, games and labor, games and racism, games and bodies, games and narratives, games and aesthetics. Regardless of whether or not games remain a part of my life for years to come, I know…

This Year In Videogame Blogging: 2016

  • Overwatch and the problem of caring labor | The Meta – Ryan Khosravi Ryan Khosravi sees how Overwatch evaluates the play of its support classes as mirroring how our society values the labor of care givers.
  • Why Overwatch Fan Are Obsessed With ‘Shipping’ Its Female Characters | Kotaku – Nico Deyo A report about fem shipping and what about Overwatch allows to be so much more prevalent in its fan community than in others.
  • Our Thoughts On Overwatch’s Tracer Being Gay | Kotaku – Heather Alexandra, Cecilia D’ Anastasio, Nathan Grayson, Gita Jackson, and Riley MacLeod Overwatch postergirl Tracer

October 22nd

…has already accepted that an oily clump of fairly abstract geometry is meant to represent rocks or a flattened computer rectangle stands in for a household door.”

Development culture

Crunch has been a major topic of discussion recently, and this week is no exception, as two writers address labor issues in fiction and in industry.

  • tacoma | malvasia bianca David Carlton highlights some of the aspects of Tacoma that make it remarkable for its time, and not merely a logical next entry in the walking sim genre.
  • Playing for Real: Sweatin’ Pixels – Haywire Magazine Jesse Porch lauds…

This Year In Videogame Blogging: 2017

…Reflects Gay Conservatism | Fashionable Tinfoil accessories – Vrai Kaiser Vrai Kaiser finds Dream Daddy‘s character Joseph not to be bad representation for gay men, but reflecting reality to a scary degree, and ultimately that representation means variety.

  • Dissecting The Dream Daddy Discourse | Women Write About Comics – Melissa Brinks Melissa Brinks voices her annoyance with the language of surprise and condescension that frames the mainstream success and attention that visual novels have gained.
  • Tacoma

    • Even in the Fancy Utopia of ‘Tacoma,’ Labor Politics are Still Hell | Waypoint – Dante Douglas Dante Douglas argues that the…
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    February 18th

    Does it matter what console you play a game on? This week a number of writers look at the significance of platforms and ports, and how games deal with their cultural context. This roundup starts with reports on the conditions in which games are developed.

    Mushroom

    In two fantastic pieces of investigative journalism, labor conditions past and present are revealed, with nuanced and even counterintuitive conclusions.

    • Made in China: every new video game you love | The Outline Michael Thomsen’s story about outsourcing and labor conditions in China explores games industry stakeholders’ subjective feelings of growth and