2022
Švelch, Jan; Švelch, Jaroslav
Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike Journal Article
In: Television & New Media, vol. 23, iss. 1, pp. 44-60, 2022, ISSN: 1527-4764.
Abstract | Links | Tags: Below-the-line, Recasting, Relational labour, SAG-AFTRA, Strike, Video game labour, Video game production, Voice acting
@article{Švelch2022,
title = {Recasting Life Is Strange: Video Game Voice Acting during the 2016–2017 SAG-AFTRA Strike},
author = {Jan Švelch and Jaroslav Švelch},
doi = {10.1177/1527476420962784},
issn = {1527-4764},
year = {2022},
date = {2022-01-01},
journal = {Television & New Media},
volume = {23},
issue = {1},
pages = {44-60},
abstract = {Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors in the video game culture using the specific case of the recasting of the video game series Life Is Strange, which was caused by the 2016 to 2017 SAG-AFTRA strike against video game companies. Our qualitative empirical analysis of journalistic coverage (including interviews with voice actors), promotional materials, press releases, and player discussions reconstructs the events of the game’s production and investigates the reception of the recasting with regard to actor-character identification and to labor conditions of voice actors. We find that voice actors, whose status is partly dependent on the popularity of their characters, attempt to rise “above the line” by engaging in relational labor.},
keywords = {Below-the-line, Recasting, Relational labour, SAG-AFTRA, Strike, Video game labour, Video game production, Voice acting},
pubstate = {published},
tppubtype = {article}
}
Video game voice acting does not rank among the core roles of video game production, yet actors in leading roles sometimes achieve wide recognition despite their contingent employment. In this article, we explore the role of voice actors in the video game culture using the specific case of the recasting of the video game series Life Is Strange, which was caused by the 2016 to 2017 SAG-AFTRA strike against video game companies. Our qualitative empirical analysis of journalistic coverage (including interviews with voice actors), promotional materials, press releases, and player discussions reconstructs the events of the game’s production and investigates the reception of the recasting with regard to actor-character identification and to labor conditions of voice actors. We find that voice actors, whose status is partly dependent on the popularity of their characters, attempt to rise “above the line” by engaging in relational labor.
2020
Chee, Florence M.; Karhulahti, Veli-Matti
The Ethical and Political Contours of Institutional Promotion in eSports: From Precariat Models to Sustainable Practices Journal Article
In: Human Technology, vol. 16, iss. 2, pp. 200-226, 2020, ISSN: 1795-6889.
Abstract | Links | Tags: Electronic sports, Ethics, Institutional promotion, League, Rights, Video game labour
@article{Chee2020,
title = {The Ethical and Political Contours of Institutional Promotion in eSports: From Precariat Models to Sustainable Practices},
author = {Florence M. Chee and Veli-Matti Karhulahti},
doi = {10.17011/ht/urn.202008245642},
issn = {1795-6889},
year = {2020},
date = {2020-08-01},
journal = {Human Technology},
volume = {16},
issue = {2},
pages = {200-226},
abstract = {This study evaluated five early cases in which esport developer Riot Games made rulings regarding activities and infractions by members of various institutions related to its product, League of Legends. The findings of this study support future theoretical exploration of other esports in seeking a fuller understanding of issues related to consent, power differentials, and roles and behaviors expected of the institutional activities of players and teams in competition. Increased investigation of these-and other-issues from an ethical standpoint could lead to a framework that not only would facilitate future study but also bring opportunities for improvements in practices in concert with necessary policy changes. },
keywords = {Electronic sports, Ethics, Institutional promotion, League, Rights, Video game labour},
pubstate = {published},
tppubtype = {article}
}
This study evaluated five early cases in which esport developer Riot Games made rulings regarding activities and infractions by members of various institutions related to its product, League of Legends. The findings of this study support future theoretical exploration of other esports in seeking a fuller understanding of issues related to consent, power differentials, and roles and behaviors expected of the institutional activities of players and teams in competition. Increased investigation of these-and other-issues from an ethical standpoint could lead to a framework that not only would facilitate future study but also bring opportunities for improvements in practices in concert with necessary policy changes.
