A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry
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
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Ithaca
Cornell University Press
2020
|
Schlagworte: | |
Online-Zugang: | HWR01 |
Zusammenfassung: | 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 |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 online resource (220 pages) |
ISBN: | 9781501746543 |
Internformat
MARC
LEADER | 00000nmm a2200000zc 4500 | ||
---|---|---|---|
001 | BV047692651 | ||
003 | DE-604 | ||
005 | 00000000000000.0 | ||
007 | cr|uuu---uuuuu | ||
008 | 220119s2020 |||| o||u| ||||||eng d | ||
020 | |a 9781501746543 |9 978-1-5017-4654-3 | ||
035 | |a (ZDB-30-PQE)EBC5964921 | ||
035 | |a (ZDB-30-PAD)EBC5964921 | ||
035 | |a (ZDB-89-EBL)EBL5964921 | ||
035 | |a (OCoLC)1110150329 | ||
035 | |a (DE-599)BVBBV047692651 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-2070s | ||
082 | 0 | |a 331.76179480976998 | |
084 | |a AP 15963 |0 (DE-625)6963: |2 rvk | ||
100 | 1 | |a Bulut, Ergin |e Verfasser |4 aut | |
245 | 1 | 0 | |a A Precarious Game |b The Illusion of Dream Jobs in the Video Game Industry |
264 | 1 | |a Ithaca |b Cornell University Press |c 2020 | |
264 | 4 | |c ©2020 | |
300 | |a 1 online resource (220 pages) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
500 | |a Description based on publisher supplied metadata and other sources | ||
505 | 8 | |a A Precarious Game -- Contents -- Preface -- Acknowledgments -- Introduction: For Whom the Love Works in Video Game Production? -- 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- 4. The Production of Communicative Developers in the Affective Game Studio -- 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- 7. Production Error: Layoffs Hit the Core Creatives -- Conclusion: Reimagining Labor and Love in and beyond Game Production -- Notes -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X. | |
520 | |a 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 | ||
650 | 4 | |a Video games industry-Employees-Middle West | |
650 | 0 | 7 | |a Computerspielindustrie |0 (DE-588)7564534-8 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computerspielindustrie |0 (DE-588)7564534-8 |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Bulut, Ergin |t A Precarious Game |d Ithaca : Cornell University Press,c2020 |z 9781501746529 |
912 | |a ZDB-30-PQE | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-033076645 | ||
966 | e | |u https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=5964921 |l HWR01 |p ZDB-30-PQE |q HWR_PDA_PQE |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1804183179508056064 |
---|---|
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Bulut, Ergin |
author_facet | Bulut, Ergin |
author_role | aut |
author_sort | Bulut, Ergin |
author_variant | e b eb |
building | Verbundindex |
bvnumber | BV047692651 |
classification_rvk | AP 15963 |
collection | ZDB-30-PQE |
contents | A Precarious Game -- Contents -- Preface -- Acknowledgments -- Introduction: For Whom the Love Works in Video Game Production? -- 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- 4. The Production of Communicative Developers in the Affective Game Studio -- 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- 7. Production Error: Layoffs Hit the Core Creatives -- Conclusion: Reimagining Labor and Love in and beyond Game Production -- Notes -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X. |
ctrlnum | (ZDB-30-PQE)EBC5964921 (ZDB-30-PAD)EBC5964921 (ZDB-89-EBL)EBL5964921 (OCoLC)1110150329 (DE-599)BVBBV047692651 |
dewey-full | 331.76179480976998 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 331 - Labor economics |
dewey-raw | 331.76179480976998 |
dewey-search | 331.76179480976998 |
dewey-sort | 3331.76179480976998 |
dewey-tens | 330 - Economics |
discipline | Allgemeines Wirtschaftswissenschaften |
discipline_str_mv | Allgemeines Wirtschaftswissenschaften |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02815nmm a2200445zc 4500</leader><controlfield tag="001">BV047692651</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">00000000000000.0</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">220119s2020 |||| o||u| ||||||eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781501746543</subfield><subfield code="9">978-1-5017-4654-3</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PQE)EBC5964921</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-30-PAD)EBC5964921</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(ZDB-89-EBL)EBL5964921</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1110150329</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV047692651</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-2070s</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">331.76179480976998</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">AP 15963</subfield><subfield code="0">(DE-625)6963:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Bulut, Ergin</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">A Precarious Game</subfield><subfield code="b">The Illusion of Dream Jobs in the Video Game Industry</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Ithaca</subfield><subfield code="b">Cornell University Press</subfield><subfield code="c">2020</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2020</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (220 pages)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">A Precarious Game -- Contents -- Preface -- Acknowledgments -- Introduction: For Whom the Love Works in Video Game Production? -- 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- 4. The Production of Communicative Developers in the Affective Game Studio -- 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- 7. Production Error: Layoffs Hit the Core Creatives -- Conclusion: Reimagining Labor and Love in and beyond Game Production -- Notes -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">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</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Video games industry-Employees-Middle West</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computerspielindustrie</subfield><subfield code="0">(DE-588)7564534-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Computerspielindustrie</subfield><subfield code="0">(DE-588)7564534-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe</subfield><subfield code="a">Bulut, Ergin</subfield><subfield code="t">A Precarious Game</subfield><subfield code="d">Ithaca : Cornell University Press,c2020</subfield><subfield code="z">9781501746529</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-033076645</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/hwr/detail.action?docID=5964921</subfield><subfield code="l">HWR01</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">HWR_PDA_PQE</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV047692651 |
illustrated | Not Illustrated |
index_date | 2024-07-03T18:57:25Z |
indexdate | 2024-07-10T09:19:20Z |
institution | BVB |
isbn | 9781501746543 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033076645 |
oclc_num | 1110150329 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 online resource (220 pages) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Cornell University Press |
record_format | marc |
spelling | Bulut, Ergin Verfasser aut A Precarious Game The Illusion of Dream Jobs in the Video Game Industry Ithaca Cornell University Press 2020 ©2020 1 online resource (220 pages) txt rdacontent c rdamedia cr rdacarrier Description based on publisher supplied metadata and other sources A Precarious Game -- Contents -- Preface -- Acknowledgments -- Introduction: For Whom the Love Works in Video Game Production? -- 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- 4. The Production of Communicative Developers in the Affective Game Studio -- 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- 7. Production Error: Layoffs Hit the Core Creatives -- Conclusion: Reimagining Labor and Love in and beyond Game Production -- Notes -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X. 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 Video games industry-Employees-Middle West Computerspielindustrie (DE-588)7564534-8 gnd rswk-swf Computerspielindustrie (DE-588)7564534-8 s DE-604 Erscheint auch als Druck-Ausgabe Bulut, Ergin A Precarious Game Ithaca : Cornell University Press,c2020 9781501746529 |
spellingShingle | Bulut, Ergin A Precarious Game The Illusion of Dream Jobs in the Video Game Industry A Precarious Game -- Contents -- Preface -- Acknowledgments -- Introduction: For Whom the Love Works in Video Game Production? -- 1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work? -- 2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction -- 3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie -- 4. The Production of Communicative Developers in the Affective Game Studio -- 5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor -- 6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play -- 7. Production Error: Layoffs Hit the Core Creatives -- Conclusion: Reimagining Labor and Love in and beyond Game Production -- Notes -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X. Video games industry-Employees-Middle West Computerspielindustrie (DE-588)7564534-8 gnd |
subject_GND | (DE-588)7564534-8 |
title | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_auth | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_exact_search | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_exact_search_txtP | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_full | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_fullStr | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_full_unstemmed | A Precarious Game The Illusion of Dream Jobs in the Video Game Industry |
title_short | A Precarious Game |
title_sort | a precarious game the illusion of dream jobs in the video game industry |
title_sub | The Illusion of Dream Jobs in the Video Game Industry |
topic | Video games industry-Employees-Middle West Computerspielindustrie (DE-588)7564534-8 gnd |
topic_facet | Video games industry-Employees-Middle West Computerspielindustrie |
work_keys_str_mv | AT bulutergin aprecariousgametheillusionofdreamjobsinthevideogameindustry |