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The work of play

Marx and the video games industry in the United Kingdom

Bibliographic Data

ID23213289
AuthorsJamie Woodcock (0000-0001-7097-305X, Cass Business School, corresponding author)
Year2016
Volume8
Issue2
Pages131-143
Publication date2016-06-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueJournal of Gaming & Virtual Worlds (JOURNAL)
Journal identifiersISSN: 1757-191X • E-ISSN: 1757-1928
PublisherIntellect (PUBLISHER • GB)
DOI10.1386/jgvw.8.2.131_1
OpenAlexW2509992149
LanguageEN
Citations received8
References cited2

The video games industry in the United Kingdom is profitable and growing at a time when the broader economy is still failing to recover. This has attracted the interests of politicians, committing large investments and tax breaks. Although the headline figures are impressive, the overall structure of the industry is less clear. Within this there are many new organizations, often shaped by start-up culture. Less is known about how work is being organized or the experiences of workers. The approach taken here draws on Marxist theory and an examination of the labour process. It focuses on how capitalism effects the production of video games, including the use of crunch time, the prevalence of sexism, and the widespread use of non-disclosure agreements. The conclusion suggests further enquiries are needed to understand how the struggle between labour and capital is shaping this industry.

Advertising · Business · Capital (architecture) · Capitalism · Crunch · Economics · Economy · Headline · Marxist philosophy · Political science · Production (economics) · Work (physics) · Cultural Industries and Urban Development · Digital Games and Media · Engineering · Fashion and Cultural Textiles · History · Law

  • Organizing in the Game Industry

    Open Access•Jamie Woodcock•New Labor Forum•2020

  • The cruel optimism of “good crunch”

    Open Access•Amanda C Cote, Brandon C Harris•New Media & Society•2021

  • The Britishness of ‘British Video Games’

    Nick Webber•International Journal of Cultural…•2018

  • Video games development in the periphery

    Sebastián Baeza-González•Geografiska Annaler Series B…•2021

  • Playing for keeps

    Open Access•Gordon Kuo Siong Tan•Geoforum•2024

  • Game Workers and the Empire

    Open Access•Paolo Ruffino, Jamie Woodcock•Games and Culture•2021

  • How to beat the boss

    Open Access•Jamie Woodcock•Capital & Class•2020

  • Roger Caillois and Marxism

    Open Access•Lars Kristensen, Ulf Wilhelmsson•Games and Culture•2017

  • Capital

    Open Access•Karl Marx•On Violence•2020

  • System Error

    Enda Brophy•Canadian Journal of Communication•2006

Unique citing works8
Citations per year0,89
Citation span2017 - 2024 (8)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 7

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