This paper examines the propensity of video game developers to engage in collective action as a response to their employment risks. Mobilization theory (Tilly, 1978, Kelly, 1998) states that workers will move toward collective action if they perceive employment conditions as an ‘injustice’ and attribute that injustice to an external source (i.e., the employer or industry at large). This paper embeds the concept of occupational community (Salaman, 1971) to highlight how the collective norms and values of the video game development occupational community can both help and hinder the perception of injustice and external attribution required for mobilization
The blog postings of “EA Spouse,” partner of an exhausted video game programmer, have catalyzed disc...
Firms manufacturing video games and player communities enjoying the games are closely related, not o...
Poor working conditions have repercussions for workers, studios and the industry as a whole. These i...
This paper examines the propensity of video game developers to engage in collective action as a resp...
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
Extant literature reveals the extreme and exploitative nature of work in the experiences of digital ...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
Studies of digital game labor have tended to document problems in the working lives of developers wh...
The games industry has seen a burst of new interest in the prospect of unionization. The efforts of ...
Since game developers are skilled knowledge workers in project-based environments, it is assumed tha...
How involved are VGDs in the process of regulating their workplace? We are interested in building a ...
In this paper we question whether videogame developers face a representation gap due to the lack of ...
This article examines two blogs written by the spouses of game developers about extreme and exploita...
Using Kelly’s mobilisation theory (1998) to assess their propensity to collective action, this artic...
This chapter examines the recruitment, work and identity of community managers in online games. Comm...
The blog postings of “EA Spouse,” partner of an exhausted video game programmer, have catalyzed disc...
Firms manufacturing video games and player communities enjoying the games are closely related, not o...
Poor working conditions have repercussions for workers, studios and the industry as a whole. These i...
This paper examines the propensity of video game developers to engage in collective action as a resp...
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
Extant literature reveals the extreme and exploitative nature of work in the experiences of digital ...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
Studies of digital game labor have tended to document problems in the working lives of developers wh...
The games industry has seen a burst of new interest in the prospect of unionization. The efforts of ...
Since game developers are skilled knowledge workers in project-based environments, it is assumed tha...
How involved are VGDs in the process of regulating their workplace? We are interested in building a ...
In this paper we question whether videogame developers face a representation gap due to the lack of ...
This article examines two blogs written by the spouses of game developers about extreme and exploita...
Using Kelly’s mobilisation theory (1998) to assess their propensity to collective action, this artic...
This chapter examines the recruitment, work and identity of community managers in online games. Comm...
The blog postings of “EA Spouse,” partner of an exhausted video game programmer, have catalyzed disc...
Firms manufacturing video games and player communities enjoying the games are closely related, not o...
Poor working conditions have repercussions for workers, studios and the industry as a whole. These i...