Marx at the Arcade

Marx at the Arcade
Author: Jamie Woodcock
Publsiher: Haymarket Books
Total Pages: 172
Release: 2019-06-18
Genre: Games & Activities
ISBN: 9781608468676

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More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.

Ideology and the Virtual City

Ideology and the Virtual City
Author: Jon Bailes
Publsiher: John Hunt Publishing
Total Pages: 96
Release: 2019-09-27
Genre: Social Science
ISBN: 9781789041651

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Ideology and the Virtual City is an exploration of modern society and the critical value of popular culture. It combines a prescient social theory that describes how ‘neoliberal’ ideology in today’s societies dominates our economic, political and cultural ideals, with an entertaining exploration of narratives, characters and play structures in some of today’s most interesting videogames. The book takes readers into a range of simulated urban environments that symbolise the hidden antagonisms of social life and create outlandish resolutions through their power fantasies. Interactive entertainment can help us understand the ways in which people relate to a modern ‘common sense’ neoliberal background, in terms of absorbing assumptions, and questioning them.

A Precarious Game

A Precarious Game
Author: Ergin Bulut
Publsiher: Cornell University Press
Total Pages: 220
Release: 2020-03-15
Genre: Political Science
ISBN: 9781501746543

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A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Work

Work
Author: Bruce Pietrykowski
Publsiher: John Wiley & Sons
Total Pages: 180
Release: 2019-05-07
Genre: Political Science
ISBN: 9781509530861

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Much of our life involves working, preparing for work, searching for work, or thinking and worrying about work. Whether paid or unpaid, free or coerced, full-time, part-time, or zero-hours, work defines us and helps shape our behavior both on and off the job. In this accessible book, leading labor economist Bruce Pietrykowski offers a highly engaging exploration of the history and contemporary organization of work under capitalism. His clear presentation of the theoretical debates is illustrated by real-world examples from across the globe and a skillful account of alternatives that point toward a post-capitalist future. Employing a progressive, worker-centered vision that goes beyond mainstream economics, he examines themes ranging from inequality, care work, and the gig economy to technological change and a universal basic income. His analysis emphasizes power, conflict, solidarity, and cooperation, interpreted through the lenses of class, race, gender, and place. This comprehensive and highly readable book will be of interest to students of economics, sociology, labor studies, and politics seeking to learn more about work and workers in the global economy, as well as interested general readers.

Marxism and Literary Criticism

Marxism and Literary Criticism
Author: Terry Eagleton
Publsiher: Univ of California Press
Total Pages: 100
Release: 1976-08-16
Genre: Literary Criticism
ISBN: 0520032438

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"Far and away the best short introduction to Marxist criticism (both history and problems) which I have seen."--Fredric R. Jameson "Terry Eagleton is that rare bird among literary critics--a real writer."--Colin McCabe, The Guardian

American Marxism

American Marxism
Author: Mark R. Levin
Publsiher: Simon and Schuster
Total Pages: 320
Release: 2021-07-13
Genre: Political Science
ISBN: 9781501135972

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Fox News personality and radio talk show host Levin explains how the dangers he warned against have come to pass"--

The Myth of Mondragon

The Myth of Mondragon
Author: Sharryn Kasmir
Publsiher: SUNY Press
Total Pages: 268
Release: 1996-01-01
Genre: Political Science
ISBN: 0791430030

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This is the first critical account of the internationally renowned Mondragon cooperatives of the Basque region of Spain. The Mondragon cooperatives are seen as the leading alternative model to standard industrial organization; they are considered to be the most successful example of democratic decision making and worker ownership. However, the author argues that the vast scholarly and popular literature on Mondragon idealizes the cooperatives by falsely portraying them as apolitical institutions and by ignoring the experiences of shop floor workers. She shows how this creation of an idealized image of the cooperatives is part of a new global ideology that promotes cooperative labor-management relations in order to discredit labor unions and working-class organizations; this constitutes what she calls the "myth" of Mondragon.

Games of Empire

Games of Empire
Author: Nick Dyer-Witheford,Greig de Peuter
Publsiher: U of Minnesota Press
Total Pages: 462
Release: 2013-11-30
Genre: Social Science
ISBN: 9781452942704

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.