Games production in Australia : Adapting to precariousness


Autoria(s): Banks, John A.; Cunningham, Stuart D.
Contribuinte(s)

Curtin, Michael

Sanson, Kevin

Data(s)

18/02/2015

Resumo

In this chapter, we pay full attention to the structural conditions and human cost of precarious labor in a particular local instance of the games industry. But at the same time, we attempt to shift the debate on precarity from the existential (the creative individual attracted to industries promising autonomy and meaningful work and finding only casualization, no work/life balance, and poor management) and the totalizing (all work under regimes of neoliberal hypercapitalism is increasingly characterized by precarity; indeed a whole new class—the precariat1—is posited as emerging) to a focus on analysis for actionable reform.

Identificador

http://eprints.qut.edu.au/87501/

Publicador

University of California Press

Relação

http://www.ucpress.edu/book.php?isbn=9780520290853

DOI:10.1525/luminos.10

Banks, John A. & Cunningham, Stuart D. (2015) Games production in Australia : Adapting to precariousness. In Curtin, Michael & Sanson, Kevin (Eds.) Precarious Creativity Precarious Creativity: Global Media, Local Labor. University of California Press, California, pp. 186-199.

Direitos

© 2016 by The Regents of the University of California

This work is licensed under a Creative Commons CC-BY license. To view a copy of the license, visit http://creativecommons.org/licenses.

Fonte

Digital Media Research Centre; Creative Industries Faculty; School of Media, Entertainment & Creative Arts

Tipo

Book Chapter