Nick Dyer-Witheford
Dados Biográficos
| ID | 1296971 |
|---|---|
| NOME | Nick Dyer-Witheford |
| PRENOMES | Nick |
| SOBRENOME | Dyer-Witheford |
| ASSINATURA | DYER-WITHEFORD N |
| AFILIAÇÕES | University of Western Ontario |
| VERIFICADO | Não |
| TOTAL DE OBRAS | 19 |
| TOTAL DE CITAÇÕES | 50 |
| TOTAL COMO AUTOR | 19 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2001 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2020 |
| ÍNDICE H | 3 |
Left Populism and Platform Capitalism
This paper contextualizes and analyses the policy proposals of new “left populisms” (Mouffe 2018) for the regulation and reform of the “platform capitalism” (Srnicek 2017) that increasingly organizes digital communication. The era of the 2008 crash and subsequent recession saw the emergence in North America and Europe of new left-wing electoral initiatives, either as new parties or fractions within older parties. These include, in the USA, Bernie…
Cyberwar and Revolution
Inhuman Power
Cyberwar and Revolution
Inhuman Power
Cyber-Proletariat
Prolegomenon to a theory of slump media
Critical Digital Studies
Karl Marx @ Internet Studies
The task of this paper is to point out the relevance of Karl Marx for Internet Studies. Marxian concepts that have been reflected implicitly or explicitly in Internet Studies include: (1) dialectics; (2) capitalism; (3) commodity/commodification; (4) surplus value, exploitation, alienation, class; (5) globalization; (6) ideology/ideology critique; (7) art and aesthetics; (8) class struggle; (9) commons; (10) public sphere; (11) communism. The pap…
How Canadians Communicate III
D a vid Tara s other factors and conditions to determine how we use and give meaning to popular culture.The book raises critical issues about our uses of myths and stereotypes, how we define beauty, how we deal with our darkest visions, the role of violence in society, how culture is used both to enforce and to push the boundaries of convention and social control and how we express our many identities.The hope is that Contexts of Popular Culture …
Playing on the digital commons
This article examines the complex relation of commodity and commons regimes in video and computer game culture. Digital play is today both a multibillion business and the site of numerous ‘do it yourself’ practices of production and reproduction, ranging from warez networks and abandonware archives through ‘modding’ (game modification) and machinima-making to the player-created content of massively multiplayer online games. Such practices are var…
EA Spouse” and the Crisis of Video Game Labour
The blog postings of “EA Spouse,” partner of an exhausted video game programmer, have catalyzed discussion of epidemic overwork in the digital play industry. This paper analyzes the crisis of labour in this glamorous new medium. After a brief overview of the industry and its production process, we discuss its labour conditions under four headings. “Enjoyment” examines the real pleasures game workers find at their jobs. “Exclusion” discusses the g…
The Political Economy of Canada’s Video and Computer Game Industry
Video and computer games are a burgeoning new media industry with global revenues rivaling those of film and music. This article, reporting on a three-year SSHRC-funded research project, analyzes the political economy of Canadian involvement in the interactive game business. After an overview of companies, ownership, markets and regional distribution, it discusses the developmental dynamics and contradictions of the Canadian industry in terms of …
The Return of Species-Being
Digital Play
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in t…
Sur la contestation du capital cognitif
Si le capital cognitif constitue un régime mettant sur le marché des processus digitalisés fonctionnant en réseaux, les jeux vidéo et sur ordinateur sont parmi ses composantes les plus importantes. L'article traite de la constitution transnationale d'une industrie des jeux dans laquelle le logiciel joue un rôle central. La composition de classe formée de « travailleurs de la connaissance », de « prosumers », et du « nouveau prolétariat du Hard » …
Empire, Immaterial Labor, the New Combinations, and the Global Worker
(2001). Empire, Immaterial Labor, the New Combinations, and the Global Worker. Rethinking Marxism: Vol. 13, No. 3-4, pp. 70-80
Nintendo Capitalism
This study develops the premise that “the commons” is today emerging as a crucial concept for activists and thinkers involved in myriad mobilizations around the planet. This follows from a shared experience of “enclosure”—the dispossession, expropriation and fencing-in effected, across a wide variety of economic, social and psychological registers, by the forces of a globally triumphant world-market. A case study connects two aspects of this proc…
The New Combinations
First it fenced off the land Then it metered the water It measured our time It plundered our bodies and now it polices our dreams We cannot be contained We are not for sale Leave capital to enclose itself
Empire, Immaterial Labor, the New Combinations, and the Global Worker
(2001). Empire, Immaterial Labor, the New Combinations, and the Global Worker. Rethinking Marxism: Vol. 13, No. 3-4, pp. 70-80
Karl Marx @ Internet Studies
The task of this paper is to point out the relevance of Karl Marx for Internet Studies. Marxian concepts that have been reflected implicitly or explicitly in Internet Studies include: (1) dialectics; (2) capitalism; (3) commodity/commodification; (4) surplus value, exploitation, alienation, class; (5) globalization; (6) ideology/ideology critique; (7) art and aesthetics; (8) class struggle; (9) commons; (10) public sphere; (11) communism. The pap…
Playing on the digital commons
This article examines the complex relation of commodity and commons regimes in video and computer game culture. Digital play is today both a multibillion business and the site of numerous ‘do it yourself’ practices of production and reproduction, ranging from warez networks and abandonware archives through ‘modding’ (game modification) and machinima-making to the player-created content of massively multiplayer online games. Such practices are var…
Prolegomenon to a theory of slump media
How Canadians Communicate III
D a vid Tara s other factors and conditions to determine how we use and give meaning to popular culture.The book raises critical issues about our uses of myths and stereotypes, how we define beauty, how we deal with our darkest visions, the role of violence in society, how culture is used both to enforce and to push the boundaries of convention and social control and how we express our many identities.The hope is that Contexts of Popular Culture …
Nintendo Capitalism
This study develops the premise that “the commons” is today emerging as a crucial concept for activists and thinkers involved in myriad mobilizations around the planet. This follows from a shared experience of “enclosure”—the dispossession, expropriation and fencing-in effected, across a wide variety of economic, social and psychological registers, by the forces of a globally triumphant world-market. A case study connects two aspects of this proc…
The New Combinations
First it fenced off the land Then it metered the water It measured our time It plundered our bodies and now it polices our dreams We cannot be contained We are not for sale Leave capital to enclose itself
Sur la contestation du capital cognitif
Si le capital cognitif constitue un régime mettant sur le marché des processus digitalisés fonctionnant en réseaux, les jeux vidéo et sur ordinateur sont parmi ses composantes les plus importantes. L'article traite de la constitution transnationale d'une industrie des jeux dans laquelle le logiciel joue un rôle central. La composition de classe formée de « travailleurs de la connaissance », de « prosumers », et du « nouveau prolétariat du Hard » …
Empire, Immaterial Labor, the New Combinations, and the Global Worker
(2001). Empire, Immaterial Labor, the New Combinations, and the Global Worker. Rethinking Marxism: Vol. 13, No. 3-4, pp. 70-80
Nintendo Capitalism
This study develops the premise that “the commons” is today emerging as a crucial concept for activists and thinkers involved in myriad mobilizations around the planet. This follows from a shared experience of “enclosure”—the dispossession, expropriation and fencing-in effected, across a wide variety of economic, social and psychological registers, by the forces of a globally triumphant world-market. A case study connects two aspects of this proc…
The New Combinations
First it fenced off the land Then it metered the water It measured our time It plundered our bodies and now it polices our dreams We cannot be contained We are not for sale Leave capital to enclose itself
Sur la contestation du capital cognitif
Si le capital cognitif constitue un régime mettant sur le marché des processus digitalisés fonctionnant en réseaux, les jeux vidéo et sur ordinateur sont parmi ses composantes les plus importantes. L'article traite de la constitution transnationale d'une industrie des jeux dans laquelle le logiciel joue un rôle central. La composition de classe formée de « travailleurs de la connaissance », de « prosumers », et du « nouveau prolétariat du Hard » …
Digital Play
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in t…
The Return of Species-Being
The Political Economy of Canada’s Video and Computer Game Industry
Video and computer games are a burgeoning new media industry with global revenues rivaling those of film and music. This article, reporting on a three-year SSHRC-funded research project, analyzes the political economy of Canadian involvement in the interactive game business. After an overview of companies, ownership, markets and regional distribution, it discusses the developmental dynamics and contradictions of the Canadian industry in terms of …
EA Spouse” and the Crisis of Video Game Labour
The blog postings of “EA Spouse,” partner of an exhausted video game programmer, have catalyzed discussion of epidemic overwork in the digital play industry. This paper analyzes the crisis of labour in this glamorous new medium. After a brief overview of the industry and its production process, we discuss its labour conditions under four headings. “Enjoyment” examines the real pleasures game workers find at their jobs. “Exclusion” discusses the g…
Playing on the digital commons
This article examines the complex relation of commodity and commons regimes in video and computer game culture. Digital play is today both a multibillion business and the site of numerous ‘do it yourself’ practices of production and reproduction, ranging from warez networks and abandonware archives through ‘modding’ (game modification) and machinima-making to the player-created content of massively multiplayer online games. Such practices are var…
How Canadians Communicate III
D a vid Tara s other factors and conditions to determine how we use and give meaning to popular culture.The book raises critical issues about our uses of myths and stereotypes, how we define beauty, how we deal with our darkest visions, the role of violence in society, how culture is used both to enforce and to push the boundaries of convention and social control and how we express our many identities.The hope is that Contexts of Popular Culture …
Karl Marx @ Internet Studies
The task of this paper is to point out the relevance of Karl Marx for Internet Studies. Marxian concepts that have been reflected implicitly or explicitly in Internet Studies include: (1) dialectics; (2) capitalism; (3) commodity/commodification; (4) surplus value, exploitation, alienation, class; (5) globalization; (6) ideology/ideology critique; (7) art and aesthetics; (8) class struggle; (9) commons; (10) public sphere; (11) communism. The pap…
Critical Digital Studies
Prolegomenon to a theory of slump media
Cyber-Proletariat
Cyberwar and Revolution
Inhuman Power
Cyberwar and Revolution
Inhuman Power
Left Populism and Platform Capitalism
This paper contextualizes and analyses the policy proposals of new “left populisms” (Mouffe 2018) for the regulation and reform of the “platform capitalism” (Srnicek 2017) that increasingly organizes digital communication. The era of the 2008 crash and subsequent recession saw the emergence in North America and Europe of new left-wing electoral initiatives, either as new parties or fractions within older parties. These include, in the USA, Bernie…
Political science (11 obras) · Law (9 obras) · Digital Games and Media (8 obras) · Economics (8 obras) · Sociology (8 obras) · Computer Science (6 obras) · Law (6 obras) · Politics (6 obras) · Business (5 obras) · Capitalism (5 obras)