Pelletier, Caroline;
(2023)
How time flows making games: An ethnographic analysis of experiences of temporality in an indie videogame studio.
European Journal of Cultural Studies
10.1177/13675494231217053.
(In press).
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Abstract
In research on videogame production, much attention has been given, justifiably, to ‘crunch’, whereby employees in large studios work extremely long hours for months at a time prior to a game’s launch, at the request of management. There has to date been limited research about how duration and urgency are experienced at other periods, and also in the economically and culturally significant ‘independent’ (or indie) sectors and companies. This article draws on a Deleuzian framework initially developed to analyse experience of temporality in academic research, and applies it to data generated by an ethnography of a UK-based indie game studio, which examined how games are produced as part of a more routine working life. The framework enables a re-examination of how ‘passionate’ work in the cultural industries is lived day-to-day, and aims to contribute to debates about the politics of time in the games sector, offering analytic resources which expand the vocabulary for expressing desired experiences of time in game work.
Type: | Article |
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Title: | How time flows making games: An ethnographic analysis of experiences of temporality in an indie videogame studio |
Open access status: | An open access version is available from UCL Discovery |
DOI: | 10.1177/13675494231217053 |
Publisher version: | https://doi.org/10.1177/13675494231217053 |
Language: | English |
Additional information: | Copyright © The Author(s) 2023. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
Keywords: | Cultural industries, Deleuze, ethnography, production studies, temporality, videogames, workplace studies |
UCL classification: | UCL UCL > Provost and Vice Provost Offices > School of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education > IOE - Culture, Communication and Media |
URI: | https://discovery.ucl.ac.uk/id/eprint/10183588 |
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