The Fame Game
Working Your Way Up the Celebrity Ladder inKim Kardashian:Hollywood
Bibliographic Data
| ID | 2409688 |
|---|---|
| Authors | Alison Harvey (0000-0002-6978-5622, University of Leicester, corresponding author) |
| Year | 2018 |
| Volume | 13 |
| Issue | 7 |
| Pages | 652-670 |
| Publication date | 2018-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412018757872 |
| OpenAlex | W2785939462 |
| Language | EN |
| Citations received | 6 |
| References cited | 24 |
This article examines the simultaneously acclaimed and vilified mobile celebrity game Kim Kardashian: Hollywood ( KK: H). Through an analysis of popular discourse about the game in dialogue with its play experience, this article showcases the ways in which this scrutiny is tied to value judgments about celebrity culture, affective labor, and emerging monetization strategies in games. By exploring the game's content, mechanics, and economics, I argue that KK: H's mixed reception is a product of how these make visible celebrity labor and the work of self-branding, intimacy, and engagement in the attentional economy of social media. Through its form and functioning, this game reveals the intensities of women's work in low-status activities, across play and celebrity culture, and, through this, challenges their devaluation. It is via this simulation of invisible labor, I argue, that KK: H represents an exemplar of what new ludic economies can indicate about the future of digital play
Advertising · Aesthetics · Affordance · Art · Business · Cognitive psychology · Commodification · Economics · Game studies · Hollywood · Media studies · Monetization · Neoliberalism (international relations · Political science · Popular culture · Scrutiny · Social science · Sociology · Value (mathematics · Computer Science · Digital Games and Media · Gender, Feminism, and Media · Media, Gender, and Advertising · Psychology · Social Psychology
The conflicts within the casual
Promotional Culture
Hypermasculinity & Dickwolves
You May Know Me from YouTube
Masculine domination and gender subtexts
Fiercely Real
Going with the Flo
My Job is Me
Women and games
To See and Be Seen
Reality Television and Class
The Ecology of Games
Hottentot in the age of reality TV
Instafame
Discipline and Dragon Kill Points in the Online Power Game
Regulating (Virtual) Subjects
| Unique citing works | 6 |
|---|---|
| Citations per year | 0,75 |
| Citation span | 2018 - 2023 (6) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 6 |