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...
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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) |
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Maynooth University ePrints and eTheses Archive (National University of Ireland) |
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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 |
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ENVELOPE(-81.366,-81.366,50.550,50.550) ENVELOPE(65.633,65.633,-70.433,-70.433) |
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Dyer Kerr |
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Dyer Kerr |
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Terranova |
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Terranova |
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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 |
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1766215471340716032 |