Glamor Above, Precarity Below: Immaterial Labor in the Video Game Industry
- 27 May 2015
- journal article
- Published by Taylor & Francis Ltd in Critical Studies in Media Communication
- Vol. 32 (3), 193-207
- https://doi.org/10.1080/15295036.2015.1047880
Abstract
This article foregrounds the concept of immaterial labor to theorize the tension between the precarity of below the line workers and the glamor of above the line workers in the video game industry. I argue that even the most seemingly secure sections of the gaming workforce have a tendency to drift toward the economic precarity most acutely felt across below the line workers. In other words, we, as researchers, may need to question the presumed hard break between the above and below the line work experiences of employees in the game industry in light of the increase in processes of deskilling, outsourcing, and financialization. Moreover, I assert that workers, like game testers, are attracted to below the line positions as through-ports to the glamorous core sections of game labor: design, art, and programming. As such, they are interpellated to the ideology of creativity and practices of hope labor. The theoretical insights developed in the article draw on 2.5-year ethnographic work in a medium-sized game studio in the US, during which above and below the line digital laborers, and their spouses, were interviewed alongside participatory observation.Keywords
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