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Digital Culture & Society (DCS) Vol. 5, Issue 2 Laborious Play and Playful Work I [Pehme köide]

  • Formaat: Paperback / softback, 200 pages, kõrgus x laius x paksus: 239x155x15 mm, kaal: 666 g
  • Sari: Digital Culture & Society
  • Ilmumisaeg: 10-Dec-2021
  • Kirjastus: Transcript Verlag
  • ISBN-10: 3837644790
  • ISBN-13: 9783837644791
Teised raamatud teemal:
  • Formaat: Paperback / softback, 200 pages, kõrgus x laius x paksus: 239x155x15 mm, kaal: 666 g
  • Sari: Digital Culture & Society
  • Ilmumisaeg: 10-Dec-2021
  • Kirjastus: Transcript Verlag
  • ISBN-10: 3837644790
  • ISBN-13: 9783837644791
Teised raamatud teemal:
This double issue addresses the complex thematic field of the dialectics of play and labor. It takes a closer look at the problem of play and work from two overlapping perspectives: laborious play and playful work.

This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work.
The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others.
A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.

Arvustused

Besprochen in:

https://colognegamelab.de, 10 (2020)

Introduction The Boundaries of Play 5(10)
Pablo Abend
Sonia Fizek
Mathias Fuchs
Karin Wenz
I Theoretical Reflections
Play as Work On the Sportification of Computer Games
15(26)
Daniel Pargman
Daniel Svensson
Working on and at Play Perception and Visibility in Games
41(20)
Rainforest Scully-Blaker
"Good Icing can't Change an Average Cake" Gameful Experience, Work Relationships and the Automation of Behavioural Management
61(24)
Sebastian Gomez
II Case Studies
Feeling for an Audience The Gendered Emotional Labor of Video Game Live Streaming
85(18)
Bonnie Ruberg
Amanda L.I. Cullen
Playful Work and Laborious Play in Super Mario Maker
103(18)
Mark R. Johnson
Gaming Musical Instruments Music has to be Hard Work!
121(12)
Jan Jorge Claussen
III Entering the Field
Convergence of Rhetoric, Labour, and Play In the Construction of Inactive Discourses on Twitch
133(16)
Alexandra S. Cata
Owning It Made in Chelsea and the Post-Work World
149(12)
J. D. A. Winslow
IV In Conversation with ...
Esports and Live Streaming Between Grind, Critical Work and Leisure
161(8)
Karin Wenz
T. L. Taylor
Biographical Notes 169
Pablo Abend (Dr.) ist wissenschaftlicher Koordinator des DFG-Graduiertenkollegs »Locating Media« an der Universität Siegen. Seit April 2019 vertritt er die Professur für Designtheorie an der Burg Giebichenstein Kunsthochschule Halle (Saale).

Mathias Fuchs (Dr.) ist ein Künstler und Medienwissenschaftler. Er war u.a. Senior Lecturer an der University of Salford in Greater Manchester, Vertretungsprofessor an der Universität Potsdam und Senior Fellow am Institute of Advanced Study on Media Cultures of Computer Simulation (MECS). Fuchs arbeitet am Institut für Kultur und Ästhetik Digitaler Medien an der Leuphana-Universität Lüneburg. Fuchs hat im Feld der künstlerischen Auseinandersetzung mit Computerspielen und deren Theorie Pionierarbeit geleistet und leitet ein DFG-gefördertes Projekt zu Gamification (2018-2021).

Karin Wenz (Dr.) is an assistant professor of Media Culture at Maastricht University, Netherlands, and director of studies of the MA Media Culture.