Marx at the Arcade

Marx at the Arcade
Title Marx at the Arcade PDF eBook
Author Jamie Woodcock
Publisher Haymarket Books
Total Pages 172
Release 2019-06-18
Genre Games & Activities
ISBN 1608468674

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More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.

Marxism and Video Games

Marxism and Video Games
Title Marxism and Video Games PDF eBook
Author Jamie Woodcock
Publisher
Total Pages 208
Release 2019-05-24
Genre Games & Activities
ISBN 9781608468669

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This pathbreaking book offers a radical analysis of how people play, produce, and profit from video games, and the major role the industry plays in contemporary capitalism.

Ideology and the Virtual City

Ideology and the Virtual City
Title Ideology and the Virtual City PDF eBook
Author Jon Bailes
Publisher John Hunt Publishing
Total Pages 106
Release 2019-09-27
Genre Social Science
ISBN 1789041651

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'insanely readable...an instant classic for everyone who wants to understand not just games but our reality itself.' Slavoj Zizek Ideology and the Virtual City is an exploration of modern society and the critical value of popular culture. It combines a prescient social theory that describes how ‘neoliberal’ ideology in today’s societies dominates our economic, political and cultural ideals, with an entertaining exploration of narratives, characters and play structures in some of today’s most interesting videogames. The book takes readers into a range of simulated urban environments that symbolise the hidden antagonisms of social life and create outlandish resolutions through their power fantasies. Interactive entertainment can help us understand the ways in which people relate to a modern ‘common sense’ neoliberal background, in terms of absorbing assumptions, and questioning them.

A Precarious Game

A Precarious Game
Title A Precarious Game PDF eBook
Author Ergin Bulut
Publisher Cornell University Press
Total Pages 142
Release 2020-03-15
Genre Political Science
ISBN 1501746553

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A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Marxism in Asia

Marxism in Asia
Title Marxism in Asia PDF eBook
Author Colin Mackerras
Publisher Routledge
Total Pages 308
Release 2015-04-17
Genre Political Science
ISBN 1317501411

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Marxism is a theory which originated in the context of nineteenth-century industrialised Europe. Despite its European origins, Marxism has actually found greatest significance as a doctrine for change in the context of the underdeveloped peasant societies of Asia. This paradox has only been resolved through adaptation of Marxism to suit the specific features of particular Asian societies. There has consequently been a differentiation of Marxism along national lines. In this book, first published in 1985, the theoretical and practical implications for this national differentiation of a ‘universal’ (European) theory are explored, followed by a more detailed analysis of the manner in which Marxism has developed during different historical periods in particular Asian contexts.

Marxism, Cultural Studies and Sport

Marxism, Cultural Studies and Sport
Title Marxism, Cultural Studies and Sport PDF eBook
Author Ben Carrington
Publisher Routledge
Total Pages 285
Release 2008-12-05
Genre History
ISBN 1134186878

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Marxism, Cultural Studies and Sport assesses the contemporary relevance of Marxist approaches and offers a unique and diverse examination of modern sports culture and power relations within sport. It is an invaluable resource for students of sport sociology, Marxism, and cultural studies at all levels

Games of Empire

Games of Empire
Title Games of Empire PDF eBook
Author Nick Dyer-Witheford
Publisher U of Minnesota Press
Total Pages 462
Release 2013-11-30
Genre Social Science
ISBN 1452942706

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.