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Video Game Culture as Popular Culture? The Productive Leisure of Video Game Workers of Montreal |
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Abstract:
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In this paper, we study the culture of video game workers themselves rather than assuming from the outset that there a distinct corporate culture specific to video game companies. In a context of “liquid work” (Deuze 2007) where the boundaries between private life and work place are blurring, it seems judicious to study the culture of video game workers from their individual point of view. More precisely, we choose to examine the cultural leisure of these workers. Cultural leisure refers to the practices that are linked to the worlds of art and cultural entertainment (both legitimized and popular cultural practices). Our aim is to describe the variety of cultural leisure practiced by these workers and to study the relationships between that cultural leisure and their professional activity. We will see that cultural leisure is often prone to be recycled in a personal professional project or in a working context. |
Most Common Document Word Stems:
cultur (255), game (148), video (99), worker (94), work (78), media (71), product (69), new (59), creativ (56), activ (56), converg (52), industri (51), profession (51), leisur (46), practic (42), logic (37), read (33), m (31), process (30), time (28), audienc (28), |
Author's Keywords:
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videogame workers; cultural leisure; cultural repertoire; convergence culture; work-life balance |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Charrieras, Damien. and Roy-Valex, Myrtille. "Video Game Culture as Popular Culture? The Productive Leisure of Video Game Workers of Montreal" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 21, 2008 <Not Available>. 2008-12-10 <http://www.allacademic.com/meta/p234435_index.html> |
APA Citation:
| Charrieras, D. and Roy-Valex, M. , 2008-05-21 "Video Game Culture as Popular Culture? The Productive Leisure of Video Game Workers of Montreal" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada Online <PDF>. 2008-12-10 from http://www.allacademic.com/meta/p234435_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: In this paper, we study the culture of video game workers themselves rather than assuming from the outset that there a distinct corporate culture specific to video game companies. In a context of “liquid work” (Deuze 2007) where the boundaries between private life and work place are blurring, it seems judicious to study the culture of video game workers from their individual point of view. More precisely, we choose to examine the cultural leisure of these workers. Cultural leisure refers to the practices that are linked to the worlds of art and cultural entertainment (both legitimized and popular cultural practices). Our aim is to describe the variety of cultural leisure practiced by these workers and to study the relationships between that cultural leisure and their professional activity. We will see that cultural leisure is often prone to be recycled in a personal professional project or in a working context. |
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| Document Type: |
PDF |
| Page count: |
28 |
| Word count: |
10291 |
| Text sample: |
| Between consumption and production: The productive leisure of video game workers of Montreal New media workers and their organisations have been studied by researchers in geographical economy (Scott 1998; Christopherson 2002; Grabher 2002; Grabher 2002; Pratt 2002; Christorpherson 2004) organisational studies (Neff 2004) sociology and urban sociology (Smith 2001; Benner 2002; Lloyd 2006). In media studies cultural work have generated numerous studies but video game workers have been given little attention until recently (Kline Dyer-Witheford et al. 2003; Kerr |
| communication and society 5(1): 27-50. Preston P. and A. Kerr (2001). "Digital Media the Nation State and Local Cultures: The development of multimedia content in Ireland." Media Culture and Society 23(1): 109-131. Scott A. J. (1998). "Multimedia and digital visual effects: an emerging local labour market." Monthly Labour Review 3: 30-38. Smith V. (2001). Crossing the great divide : worker risk and opportunity in the new economy. Ithaca N.Y. ; London ILR Press. Ursell G. (2000). "Television production: issue |
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