The Culture of Gamework

While the digital games industry has become increasingly marketised and professionalized in its forty years of commercial existence, at the same time it has maintained some of its DIY roots and is somewhat ahead of other media industries in its attempts to facilitate and appropriate amateur producti...

Full description

Bibliographic Details
Main Author: Kerr, Aphra
Other Authors: Deuze, Mark
Format: Book Part
Language:English
Published: Sage 2011
Subjects:
Online Access:https://mural.maynoothuniversity.ie/2901/
https://mural.maynoothuniversity.ie/2901/1/Kerr_culture_of_gamework_2010.pdf
id ftunivmaynooth:oai:mural.maynoothuniversity.ie:2901
record_format openpolar
spelling ftunivmaynooth:oai:mural.maynoothuniversity.ie:2901 2023-05-15T18:31:40+02:00 The Culture of Gamework Kerr, Aphra Deuze, Mark 2011 application/pdf https://mural.maynoothuniversity.ie/2901/ https://mural.maynoothuniversity.ie/2901/1/Kerr_culture_of_gamework_2010.pdf en eng Sage https://mural.maynoothuniversity.ie/2901/1/Kerr_culture_of_gamework_2010.pdf Kerr, Aphra (2011) The Culture of Gamework. In: Managing Media Work. Sage, London, pp. 225-236. ISBN 9781412971249 Sociology Book Section NonPeerReviewed 2011 ftunivmaynooth 2022-06-13T18:42:35Z While the digital games industry has become increasingly marketised and professionalized in its forty years of commercial existence, at the same time it has maintained some of its DIY roots and is somewhat ahead of other media industries in its attempts to facilitate and appropriate amateur productions. The increasingly globalised nature of digital game development gives rise to challenges and tensions related to managing development projects across transnational networks of companies, managing inputs of amateur producers and managing communities of players. The digital game industry is used today in media and communication studies both as an example of "co-creative culture" (Jenkins, 2006; Raessens, 2005) and of "precarious labour" (Kline, Dyer-Witheford, & De Peuter, 2003; Kücklich, 2005; Postigo, 2003 and 2007; Terranova, 2004). These concepts are not necessarily exclusive and both can be usefully employed to understand work in game production networks in particular (Kerr, 2006a) and media work more generally (Deuze, 2007). Book Part Terranova Maynooth University ePrints and eTheses Archive (National University of Ireland) Dyer ENVELOPE(-81.366,-81.366,50.550,50.550) Kerr ENVELOPE(65.633,65.633,-70.433,-70.433)
institution Open Polar
collection Maynooth University ePrints and eTheses Archive (National University of Ireland)
op_collection_id ftunivmaynooth
language English
topic Sociology
spellingShingle Sociology
Kerr, Aphra
The Culture of Gamework
topic_facet Sociology
description While the digital games industry has become increasingly marketised and professionalized in its forty years of commercial existence, at the same time it has maintained some of its DIY roots and is somewhat ahead of other media industries in its attempts to facilitate and appropriate amateur productions. The increasingly globalised nature of digital game development gives rise to challenges and tensions related to managing development projects across transnational networks of companies, managing inputs of amateur producers and managing communities of players. The digital game industry is used today in media and communication studies both as an example of "co-creative culture" (Jenkins, 2006; Raessens, 2005) and of "precarious labour" (Kline, Dyer-Witheford, & De Peuter, 2003; Kücklich, 2005; Postigo, 2003 and 2007; Terranova, 2004). These concepts are not necessarily exclusive and both can be usefully employed to understand work in game production networks in particular (Kerr, 2006a) and media work more generally (Deuze, 2007).
author2 Deuze, Mark
format Book Part
author Kerr, Aphra
author_facet Kerr, Aphra
author_sort Kerr, Aphra
title The Culture of Gamework
title_short The Culture of Gamework
title_full The Culture of Gamework
title_fullStr The Culture of Gamework
title_full_unstemmed The Culture of Gamework
title_sort culture of gamework
publisher Sage
publishDate 2011
url https://mural.maynoothuniversity.ie/2901/
https://mural.maynoothuniversity.ie/2901/1/Kerr_culture_of_gamework_2010.pdf
long_lat ENVELOPE(-81.366,-81.366,50.550,50.550)
ENVELOPE(65.633,65.633,-70.433,-70.433)
geographic Dyer
Kerr
geographic_facet Dyer
Kerr
genre Terranova
genre_facet Terranova
op_relation https://mural.maynoothuniversity.ie/2901/1/Kerr_culture_of_gamework_2010.pdf
Kerr, Aphra (2011) The Culture of Gamework. In: Managing Media Work. Sage, London, pp. 225-236. ISBN 9781412971249
_version_ 1766215471340716032