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2019 marked ten years since the publication of Nick Dyer-Witheford and Greig de Peuter’s
The worlds of games are important places for us to think about time, as demonstrated by historical game studies in evaluating the past, but there is a role for games to help us consider the future as well. Because games are, to some extent, systems, they facilitate a systems thinking approach that connects the material to the immaterial. Because games also tend to be action-based, they allow thinking through of acts as well as representations. Games allow us to think about a time and place that is different from the present and how it might operate as a system that we could live in. I argue that a post-autonomist method of game analysis requires an explicitly political interpretation that is focused on trying to imagine a political future through experiments in gaming.
This article interrogates Dyer-Witheford and De Peuter’s
This article investigates some of the key debates that have emerged within the nascent union organising project Game Workers Unite, with a specific focus on its UK branch (GWU UK). The analysis is based on a period of participatory observation and a series of interviews with board members of GWU UK. This article evaluates Game Workers Unite (GWU) in relation to other recent attempts at unionising the game industry. It concludes that the strategies adopted to counter the hyper-visibility and individualisation of the game worker are key contributions of GWU in contemporary video game labour. This article draws on the work of Dyer-Witheford and de Peuter (2009)
Game workers have a problem. They code values and ideologies into games, but they are either not aware of it or deny it. Through a constructive and critical engagement with
This article builds on Games of Empire by centering the experiences of diversity workers in Game Studies of Empire. Our data were gathered through qualitative mixed methods of in-depth surveys and semi-structured interviews. Participants self-identified to be included in the study, all thinking critically through the definitions of “diversity,” “diversity work(er),” and “game studies.” Thus, this study reports on a tapestry of knowledge and experiences from the various educators and advocates of diversity across academia and the games industry. Diversity workers in Game Studies of Empire are often exploited by their affective attachment to diversity and perform significant unrecognized and uncompensated affective labor. Empire uses diversity workers to produce a quantifiable and tokenizable product of bodies and lived experiences that can be used to further profits for companies, universities, and other institutions. Diversity work(ers) against Game Studies of Empire unite! We will have nothing to lose when we become unchained.
To demonstrate how
Responding to a journal issue revisiting