2022
Hammar, Emil Lundedal
International Solidarity Between Game Workers in the Global North and Global South: Reflections on The Challenges Posed by Labor Aristocracy Journal Article
In: gamenvironments, vol. 17, 2022, ISSN: 2364-382X.
Abstract | Links | Tags: Game developer, Game development, Games, Games industry, Gamevironments, Imperialism, Labor, Labor aristocracy, Labor conditions, Political economy, Production studies, Unionization, Unions, Workers
@article{Hammar2022,
title = {International Solidarity Between Game Workers in the Global North and Global South: Reflections on The Challenges Posed by Labor Aristocracy},
author = {Emil Lundedal Hammar},
url = {https://doi.org/10.48783/gameviron.v17i17.195
https://journals.suub.uni-bremen.de/index.php/gamevironments/article/view/195},
doi = {10.48783/gameviron.v17i17.195},
issn = {2364-382X},
year = {2022},
date = {2022-12-22},
urldate = {2022-12-22},
issuetitle = {Social justice},
journal = {gamenvironments},
volume = {17},
abstract = {This article advances the research on unionization and collective organizing in the games industry by highlighting potential future challenges of international solidarity as identified by the Marxist concept of labor aristocracy. While much of organizing and unionization in the games industry are in their nascent stages by focusing primarily on the national question and the nature of work in the games industry, the nature of global supply chains, and free flow of capital emphasizes the importance of global perspectives on how game workers can organize. Primarily, this article is concerned with the material effects of 21st century imperialism on collective organization, where the Marxist concept of labor aristocracy identifies the privileged strata of game workers in imperialist countries who benefit from exploitative international relations between core and periphery economies through higher wages, positions of power, and affordable access to commodities. As a result, these groups of game workers should, according to the implications of labor aristocracy, hold a material investment into maintaining the exploitation of game workers in the periphery. This means that the current social movements to organize and unionize in the games industry potentially encounters the challenge of international solidarity with workers whose exploitation those in the imperialist countries benefit from. This article identifies such challenges through interviews and an online survey with game workers, organizers, union representatives, and leaders of international organizations. The findings reveal the international character of game work and the challenges of national legislation; the importance and challenge of building solidarity between game workers in the core and periphery; and finally, the potential strategies for unions and organizers to cultivate international solidarity. Thus, the article clears a forward path for both production research in game studies and labor organizing in the Western games industry through a global perspective on international material relations and historical materialism.},
keywords = {Game developer, Game development, Games, Games industry, Gamevironments, Imperialism, Labor, Labor aristocracy, Labor conditions, Political economy, Production studies, Unionization, Unions, Workers},
pubstate = {published},
tppubtype = {article}
}
2021
Apperley, Thomas H.; Ozimek, Anna (Ed.)
Special Issue on Disco Elysium Collection
2021.
Abstract | Links | Tags: Absurdity, Affect, Digital distribution, Disco Elysium, Dissonant development, Estonia, Film noir, Game production, Game production studies, Gothic fiction, Hermeneutics of objects, Political economy, Polyphony, Posthumanism, Rhizome, Software commons
@collection{Apperley2021,
title = {Special Issue on Disco Elysium},
editor = {Thomas H. Apperley and Anna Ozimek
},
url = {https://sciendo.com/issue/BSMR/9/1},
year = {2021},
date = {2021-12-14},
booktitle = {Baltic Screen Media Review},
volume = {9},
issue = {1},
abstract = {Disco Elysium is a highly praised game that is widely recognized for its innovation and quality. In December 2019, writing for Time magazine, Matthew Gault named Disco Elysium one of the ten most important games of the decade (2010–2019) along-side the likes of Fortnite (Epic Games 2017–), Minecraft (Mojang 2011), and Pokémon GO (2016). Gault (2019) characterizes the dec-ade as one in which “artists broke free of the business side and produced works of astounding beauty on par with any prestige television show.” Disco Elysium is included on his list as “proof” that “all video games are art” (ibid.). While critical and commer-cial success, as well as the invocation of “art,” are not themselves crucial reasons for scholars to explore a particular digital game, in the case of Disco Elysium there are many other ways that it is significant.},
keywords = {Absurdity, Affect, Digital distribution, Disco Elysium, Dissonant development, Estonia, Film noir, Game production, Game production studies, Gothic fiction, Hermeneutics of objects, Political economy, Polyphony, Posthumanism, Rhizome, Software commons},
pubstate = {published},
tppubtype = {collection}
}
