How involved are VGDs in the process of regulating their workplace? We are interested in building a more general framework of the new regulation mode(s) taking place in project-based knowledge organisations typical of the knowledge economy and their forms of contemporary work citizenship. From a labour relations standpoint, as a benchmark for the evolution of the collective regulation of labour, we stress four practical assets of what was called the new industrial citizenship emerging during the 1950-60s: 1) Protection against arbitrary treatment by employers; 2) Protection against economic insecurity and the risks of losing one’s working capacity; 3) Participation in local regulation of labour (negotiation of collective agreements)...
In this article, based on 140 interviews in two case studies led in Montreal in the previous decade,...
This article investigates some of the key debates that have emerged within the nascent union organi...
This research examines workers’ mobility experience in the Korean game industry and its implications...
In this paper we question whether videogame developers face a representation gap due to the lack of ...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
This paper contributes to the union renewal literature by examining the union voting propensity of w...
This paper contributes to the union renewal literature by examining the union voting propensity of w...
Using Kelly’s mobilisation theory (1998) to assess their propensity to collective action, this artic...
The games industry has seen a burst of new interest in the prospect of unionization. The efforts of ...
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
Purpose: The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encom...
This paper examines the propensity of video game developers to engage in collective action as a resp...
The article investigates how the union IWGB Game Workers has been introducing strategies that allow ...
Poor working conditions have repercussions for workers, studios and the industry as a whole. These i...
The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encompassing m...
In this article, based on 140 interviews in two case studies led in Montreal in the previous decade,...
This article investigates some of the key debates that have emerged within the nascent union organi...
This research examines workers’ mobility experience in the Korean game industry and its implications...
In this paper we question whether videogame developers face a representation gap due to the lack of ...
Though dissatisfied with some management practices and working conditions, like most high-tech knowl...
This paper contributes to the union renewal literature by examining the union voting propensity of w...
This paper contributes to the union renewal literature by examining the union voting propensity of w...
Using Kelly’s mobilisation theory (1998) to assess their propensity to collective action, this artic...
The games industry has seen a burst of new interest in the prospect of unionization. The efforts of ...
The video game industry has rapidly expanded over the last four decades; yet there is limited resear...
Purpose: The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encom...
This paper examines the propensity of video game developers to engage in collective action as a resp...
The article investigates how the union IWGB Game Workers has been introducing strategies that allow ...
Poor working conditions have repercussions for workers, studios and the industry as a whole. These i...
The videogame industry is a work environment that is emblematic of O’Carroll’s (2015) encompassing m...
In this article, based on 140 interviews in two case studies led in Montreal in the previous decade,...
This article investigates some of the key debates that have emerged within the nascent union organi...
This research examines workers’ mobility experience in the Korean game industry and its implications...