CS101 Lecture Notes - Lecture 8: Game Programmer, Video Game Culture, Michael Hardt
Document Summary
Ea spouse and the crisis of video game labor: enjoyment, exclusion, exploitation, Fortune"s "100 best companies to work for" had evaporated, as seven-day, 85-hour work weeks, uncompensated either by overtime pay or time off, became routine. Immaterial labor has been defined as that which "involves communication, cooperation, and the production and reproduction of affects" This spans technological work with computers and networks, work manipulating emotion - generating a sense of ease or excitement - and work involving communication and. T: we argue, are points on a continuum of control, discontent, fight, and flight. For many, the initially enjoyable aspects of work in digital play mutate into a linchpin of exploitative and exclusionary practices. This is not to say, however, that the conditions of these immaterial game laborers. Indeed, as we shall see, there is an intensifying trend toward outsourcing game development work, with big studios such as ea on a global quest, from shanghai to ho.