Greig De Peuter
Biographic Data
| ID | 163846 |
|---|---|
| NAME | Greig De Peuter |
| GIVEN NAMES | Greig |
| FAMILY NAME | De Peuter |
| SIGNATURE | DE PEUTER G |
| AFFILIATIONS | Wilfrid Laurier University |
| ORCID | 0000-0002-7449-1549 |
| VERIFIED | Yes |
| TOTAL WORKS | 17 |
| TOTAL CITATIONS | 123 |
| AUTHOR COUNT | 17 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 6 |
The pandemic politics of cultural work: Collective responses to the Covid-19 crisis
The scope, unevenness, and severity of the COVID-19 pandemic’s impact on cultural work has been widely acknowledged. This article turns to how sections of the cultural industries responded to the onset of this crisis. Our account is based on document research completed during the first wave of the pandemic. We gathered news reports, impact survey results, policy recommendations, open letters, event announcements, and other grey literature generat…
Postscript: Gaming While Empire Burns
Responding to a journal issue revisiting Games of Empire, this article begins by surveying the state of digital play amid a conjuncture of pandemic lockdown, anti-racism protest, and looming recession. We go on to address criticism of our book’s outlook on “games of multitude” in the face of the reactionary side of gaming culture expressed by Gamergate. We next outline elements of a research itinerary, were we to update our book’s project, includ…
Contested Formations of Digital Game Labor
This article introduces a special issue critically investigating contemporary formations of digital game labor, with a focus on the political-economic forces, social inequalities, and technological dynamics mutually shaping these formations. Accounts of game industry practices have been at the forefront of efforts within media studies to document and theorize conditions and transformations of labor under digital capitalism. The study of digital g…
The ambivalence of coworking: On the politics of an emerging work practice
Self-employed media and cultural workers are key users of co-working spaces, where a growing number of independent workers share desks and office amenities, escape the isolation of working from home and seek contacts for paid work. Informed by interviews with coworking space operators and members, this article assesses coworking as a response to precarity. We argue that social and political ambivalence is intrinsic to the culture of coworking. Fi…
Locating Labor in Mobile Media Studies
Challenging Intern Nation: A Roundtable with Intern Labour Activists in Canada
Internships have gained critical attention in Canada, thanks largely to the efforts of intern labour activists, who have generated media coverage, lobbied and advised politicians, conducted education and outreach, and advocated for an end to the proliferation of unpaid internships in Canada. This roundtable interview with intern labour activists Ella Henry, Andrew Langille, Joshua Mandryk, and Claire Seaborn was conducted by Nicole Cohen and Grei…
The Art of Collective Bargaining: An Interview with Carole Condé and Karl Beveridge
Keywords: Visual arts, Labour organizing, CARFAC, Status of the Artist, Artists, Independent Artists Union
Beyond the Model Worker: Surveying a Creative Precariat
The figure of the self-reliant, risk-bearing, non-unionised, self-exploiting, always-on flexibly employed worker in the creative industries has been positioned as a role model of contemporary capitalism. Although the notion of the model-worker is a compelling critical diagnostic of the self-management of precarity in post-Fordist times, I argue that it provides an insufficient perspective on labour and the so-called creative economy to the extent…
Confronting Precarity in the Warhol Economy: Notes from New York City
Normative cultural economy discourse on New York City embraces the creative industries as engines of job creation but neglects the quality of employment within them. This article sets out to both illuminate the precarious conditions of nonstandard workers in New York's vaunted creative sectors and identify emerging collective responses to precarity in this city. Three areas of labour activity are focused upon: fashion industry frictions, art worl…
Critical Digital Studies: A Reader, Second Edition
Video Games
“Video game” is an umbrella term encompassing digital play on a dedicated gaming console, a personal computer, or a mobile device. The turn of the millennium saw the emergence of game studies, a multi‐ and trans‐disciplinary field addressing social, cultural, economic, and technological dimensions of video games
Creative Economy and Labor Precarity: A Contested Convergence
Publication of Hardt and Negri’s trilogy coincides with the ascent of a dominant discourse on the so-called creative economy that presents media, communication, and cultural sectors as priority sites for market growth and job opportunity. Hardt and Negri’s work and the wider autonomist tradition supply elements for a counter-perspective on the vaunted creative economy. Of the vast lexicon associated with autonomist thought, two concepts—precarity…
How Canadians Communicate III: Contexts of Canadian Popular Culture
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 …
Utopian Pedagogy: Creating Radical Alternatives in the Neoliberal Age 1
How might we, as critical academics, work within, against, and beyond the neoliberal order? How might the progressive intellectual act and be understood today? How can and does the university do more than serve corporate powers and produce docile producerconsumer- citizens? How are people working to develop critical pedagogies appropriate to their local communities? To help us confront these sorts of questions we propose the conceptual tool and c…
Video Games
Video games are played via a dedicated console connected to a television (e.g., Sony's Play Station) and computer games are played on a personal computer, or PC. These two forms of digital play comprise a lucrative sector of the global entertainment complex, an immersive, simulation‐based interactive medium, a high‐profile domain of youth‐oriented popular culture, and a preferred leisure activity for millions of media consumers. Emerging early in…
EA Spouse” and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus
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…
Digital Play: The Interaction of Technology, Culture, and Marketing
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 ambivalence of coworking: On the politics of an emerging work practice
Self-employed media and cultural workers are key users of co-working spaces, where a growing number of independent workers share desks and office amenities, escape the isolation of working from home and seek contacts for paid work. Informed by interviews with coworking space operators and members, this article assesses coworking as a response to precarity. We argue that social and political ambivalence is intrinsic to the culture of coworking. Fi…
Creative Economy and Labor Precarity: A Contested Convergence
Publication of Hardt and Negri’s trilogy coincides with the ascent of a dominant discourse on the so-called creative economy that presents media, communication, and cultural sectors as priority sites for market growth and job opportunity. Hardt and Negri’s work and the wider autonomist tradition supply elements for a counter-perspective on the vaunted creative economy. Of the vast lexicon associated with autonomist thought, two concepts—precarity…
Beyond the Model Worker: Surveying a Creative Precariat
The figure of the self-reliant, risk-bearing, non-unionised, self-exploiting, always-on flexibly employed worker in the creative industries has been positioned as a role model of contemporary capitalism. Although the notion of the model-worker is a compelling critical diagnostic of the self-management of precarity in post-Fordist times, I argue that it provides an insufficient perspective on labour and the so-called creative economy to the extent…
Utopian Pedagogy: Creating Radical Alternatives in the Neoliberal Age 1
How might we, as critical academics, work within, against, and beyond the neoliberal order? How might the progressive intellectual act and be understood today? How can and does the university do more than serve corporate powers and produce docile producerconsumer- citizens? How are people working to develop critical pedagogies appropriate to their local communities? To help us confront these sorts of questions we propose the conceptual tool and c…
Confronting Precarity in the Warhol Economy: Notes from New York City
Normative cultural economy discourse on New York City embraces the creative industries as engines of job creation but neglects the quality of employment within them. This article sets out to both illuminate the precarious conditions of nonstandard workers in New York's vaunted creative sectors and identify emerging collective responses to precarity in this city. Three areas of labour activity are focused upon: fashion industry frictions, art worl…
The pandemic politics of cultural work: Collective responses to the Covid-19 crisis
The scope, unevenness, and severity of the COVID-19 pandemic’s impact on cultural work has been widely acknowledged. This article turns to how sections of the cultural industries responded to the onset of this crisis. Our account is based on document research completed during the first wave of the pandemic. We gathered news reports, impact survey results, policy recommendations, open letters, event announcements, and other grey literature generat…
Contested Formations of Digital Game Labor
This article introduces a special issue critically investigating contemporary formations of digital game labor, with a focus on the political-economic forces, social inequalities, and technological dynamics mutually shaping these formations. Accounts of game industry practices have been at the forefront of efforts within media studies to document and theorize conditions and transformations of labor under digital capitalism. The study of digital g…
How Canadians Communicate III: Contexts of Canadian Popular Culture
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 …
Digital Play: The Interaction of Technology, Culture, and Marketing
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…
EA Spouse” and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus
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…
Utopian Pedagogy: Creating Radical Alternatives in the Neoliberal Age 1
How might we, as critical academics, work within, against, and beyond the neoliberal order? How might the progressive intellectual act and be understood today? How can and does the university do more than serve corporate powers and produce docile producerconsumer- citizens? How are people working to develop critical pedagogies appropriate to their local communities? To help us confront these sorts of questions we propose the conceptual tool and c…
Video Games
Video games are played via a dedicated console connected to a television (e.g., Sony's Play Station) and computer games are played on a personal computer, or PC. These two forms of digital play comprise a lucrative sector of the global entertainment complex, an immersive, simulation‐based interactive medium, a high‐profile domain of youth‐oriented popular culture, and a preferred leisure activity for millions of media consumers. Emerging early in…
How Canadians Communicate III: Contexts of Canadian Popular Culture
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 …
Video Games
“Video game” is an umbrella term encompassing digital play on a dedicated gaming console, a personal computer, or a mobile device. The turn of the millennium saw the emergence of game studies, a multi‐ and trans‐disciplinary field addressing social, cultural, economic, and technological dimensions of video games
Creative Economy and Labor Precarity: A Contested Convergence
Publication of Hardt and Negri’s trilogy coincides with the ascent of a dominant discourse on the so-called creative economy that presents media, communication, and cultural sectors as priority sites for market growth and job opportunity. Hardt and Negri’s work and the wider autonomist tradition supply elements for a counter-perspective on the vaunted creative economy. Of the vast lexicon associated with autonomist thought, two concepts—precarity…
Critical Digital Studies: A Reader, Second Edition
Beyond the Model Worker: Surveying a Creative Precariat
The figure of the self-reliant, risk-bearing, non-unionised, self-exploiting, always-on flexibly employed worker in the creative industries has been positioned as a role model of contemporary capitalism. Although the notion of the model-worker is a compelling critical diagnostic of the self-management of precarity in post-Fordist times, I argue that it provides an insufficient perspective on labour and the so-called creative economy to the extent…
Confronting Precarity in the Warhol Economy: Notes from New York City
Normative cultural economy discourse on New York City embraces the creative industries as engines of job creation but neglects the quality of employment within them. This article sets out to both illuminate the precarious conditions of nonstandard workers in New York's vaunted creative sectors and identify emerging collective responses to precarity in this city. Three areas of labour activity are focused upon: fashion industry frictions, art worl…
Locating Labor in Mobile Media Studies
Challenging Intern Nation: A Roundtable with Intern Labour Activists in Canada
Internships have gained critical attention in Canada, thanks largely to the efforts of intern labour activists, who have generated media coverage, lobbied and advised politicians, conducted education and outreach, and advocated for an end to the proliferation of unpaid internships in Canada. This roundtable interview with intern labour activists Ella Henry, Andrew Langille, Joshua Mandryk, and Claire Seaborn was conducted by Nicole Cohen and Grei…
The Art of Collective Bargaining: An Interview with Carole Condé and Karl Beveridge
Keywords: Visual arts, Labour organizing, CARFAC, Status of the Artist, Artists, Independent Artists Union
The ambivalence of coworking: On the politics of an emerging work practice
Self-employed media and cultural workers are key users of co-working spaces, where a growing number of independent workers share desks and office amenities, escape the isolation of working from home and seek contacts for paid work. Informed by interviews with coworking space operators and members, this article assesses coworking as a response to precarity. We argue that social and political ambivalence is intrinsic to the culture of coworking. Fi…
Contested Formations of Digital Game Labor
This article introduces a special issue critically investigating contemporary formations of digital game labor, with a focus on the political-economic forces, social inequalities, and technological dynamics mutually shaping these formations. Accounts of game industry practices have been at the forefront of efforts within media studies to document and theorize conditions and transformations of labor under digital capitalism. The study of digital g…
Postscript: Gaming While Empire Burns
Responding to a journal issue revisiting Games of Empire, this article begins by surveying the state of digital play amid a conjuncture of pandemic lockdown, anti-racism protest, and looming recession. We go on to address criticism of our book’s outlook on “games of multitude” in the face of the reactionary side of gaming culture expressed by Gamergate. We next outline elements of a research itinerary, were we to update our book’s project, includ…
The pandemic politics of cultural work: Collective responses to the Covid-19 crisis
The scope, unevenness, and severity of the COVID-19 pandemic’s impact on cultural work has been widely acknowledged. This article turns to how sections of the cultural industries responded to the onset of this crisis. Our account is based on document research completed during the first wave of the pandemic. We gathered news reports, impact survey results, policy recommendations, open letters, event announcements, and other grey literature generat…
Sociology (14 works) · Political science (11 works) · Digital Games and Media (8 works) · Law (8 works) · Computer Science (7 works) · Cultural Industries and Urban Development (7 works) · Gender Studies (6 works) · Politics (6 works) · Digital Economy and Work Transformation (5 works) · Media studies (5 works)