Skip to main content

Critical Perspectives on the Games Industry: Constructs and Collusion

  • Chapter
Changing the Rules of the Game
  • 346 Accesses

Abstract

Douglas Coupland’s satirical novel Microserfs (1996) explores the lives of a group of technology geeks who work as low-level programmers and testers at Microsoft’s headquarters in Redmond near Seattle in the mid-1990s. Through Daniel’s blog style diary entries their motivations, hopes and dreams are revealed as they are gradually tempted to relocate to Silicon Valley in California by the lure of being in at the start of a new and exciting games software project. Coupland draws upon months of observational research in both of the novel’s dramatic locations to capture the optimistic zeitgeist of the time in the American software industry, and anticipates the technology boom and dot.com bubble of the late 1990s. The novel is laced with ironic knowingness which reveals much about the difference between the projected self-image of the software industry, the realities of the business and the everyday lives of its workforce. The self-image of the software developers is that they are creative cultural entrepreneurs working in a cooperative, casual, flexible and open campus-style white space environment, where motivations to work long hours are derived less from financial reward than from artistic, technical and personal developmental compensations. In sociological terms, the developers are ideal typical members of Florida’s creative class who share a common identity through adherence to a creative ethos which is inseparable from their economic function, and determines similar social, cultural and leisure choices (Florida, 2004).

Spent two hours in the morning trapped in a room with the Pol Pots from marketing... like we don’t have anything better to do eight days before shipping... I think everyone hates and dreads Marketing’s meetings because of how these meetings alter your personality. At meetings you have to explain what you’ve accomplished. You end up becoming this perky, gung-ho version of yourself that you know is just revolting. I have noticed that everybody looks down on the gung-ho type people at Microsoft, but nobody considers themselves gung-ho. Fortunately gung-ho-ishness seems to be confined exclusively to marketing meetings. Otherwise I think the Campus is utterly casual. (Daniel in Coupland, 1996: 25)

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Adorno, T.W. (1991) Culture industry reconsidered, in T.W. Adorno, The Culture Industry, London: Routledge, pp. 98–106.

    Google Scholar 

  • Amin, A. (1997) Post-Fordism: A Reader, Oxford: Blackwell.

    Google Scholar 

  • Annetts, J., Law, A., McNeish, W. and Mooney, G. (2009) Understanding Social Welfare Movements, Bristol: Policy Press.

    Google Scholar 

  • Baudrillard, J. (1998) Simulacra and simulations, in J. Baudrillard (ed.), Selected Writings, Cambridge: Polity Press, pp. 169–86.

    Google Scholar 

  • Baudrillard, J. (2007) Symbolic Exchange and Death, London: Sage.

    Google Scholar 

  • Benjamin, W. (1999 [1936]) The work of art in the age of mechanical reproduction, in W. Benjamin (ed.), Illuminations, London: Pimlico, pp. 217–53.

    Google Scholar 

  • Berger, P. (2008) There and back again: reuse, signifiers and consistency in created game spaces, in Jahn-Sudmann and Stockmann (eds), Computer Games as a Sociocultural Phenomenon, pp. 47–55.

    Google Scholar 

  • Best, S. and Kellner, D. (2001) The Postmodern Adventure: Science, Technology and Cultural Studies at the Third Millennium, London: Routledge.

    Google Scholar 

  • Bourdieu, P. (1993) The Field of Cultural Production, New York: Columbia University Press.

    Google Scholar 

  • Bourdieu, P. (1996) The Rules of Art, Stanford: Stanford University Press.

    Google Scholar 

  • Brookey, R.A. (2010) Hollywood Gamers: Digital Convergence in the Film and Video Game Industries, Bloomington, IN: Indiana University Press.

    Google Scholar 

  • Castells, M. (2000) The Rise of the Network Society: The Information Age, Economy, Society and Culture, vol. 1, Oxford: Blackwell.

    Google Scholar 

  • Cecil, C. and Wright, C. (eds) (2010) Playing the Game: Insider Views on Video Game Development, London: NESTA, http://www.nesta.org.uk/publications/reports/assets/features/playing_the_game_insider_views on_video_game_ development.

    Google Scholar 

  • Chatfield, T. (2011) Fun Inc: Why Games Are the 21st Century’s Most Serious Business, London: Virgin Books.

    Google Scholar 

  • Coupland, D. (1996) Microserfs, London: Flamingo/HarperCollins.

    Google Scholar 

  • Coupland, D. (2007) J-Pod, London: Bloomsbury.

    Google Scholar 

  • Department for Culture, Media and Sport (2004) Government and the Value of Culture, London: DCMS.

    Google Scholar 

  • Derrida, J. (1994) Spectres of Marx: The State of the Debt, the Work of Mourning, and the New International, London: Routledge.

    Google Scholar 

  • De Jong, S. (2007) The Hows and Whys of the Games Industry, place of publication unknown: Hourences.

    Google Scholar 

  • Dovey, J. and Kennedy, H. W. (2006) Game Cultures: Computer Games as New Media, Maidenhead: Open University Press.

    Google Scholar 

  • Florida, R. (2004) The Rise of the Creative Class, Cambridge, MA: Basic Books.

    Google Scholar 

  • Florida, R. (2011) The Great Reset: How the Post-Crash Economy Will Change the Way We Live and Work, London: Harper Paperbacks.

    Google Scholar 

  • Gunning, T. (2004) Phantasmagoria and the manufacturing of illusions and wonder: towards a cultural optics of the cinematic apparatus, in A. Gaudreault, C. Russell and P. Véronneau (eds) The Cinema: A New Technology for the 20th Century, Lausanne: Editions Payot, pp. 31–44.

    Google Scholar 

  • Harvey, D. (1989) The Condition of Postmodernity, Oxford: Blackwell.

    Google Scholar 

  • Herbst, C. (2008) Programming violence: language and the making of interactive media, in Jahn-Sudmann and Stockmann (eds), Computer Games as a Sociocultural Phenomenon, pp. 69–77.

    Google Scholar 

  • Hesmondhalgh, D. and Baker, S. (2010) A very complicated version of freedom: conditions and experiences of creative labour in three cultural industries, Poetics, 38: 4–20.

    Article  Google Scholar 

  • Horkheimer, M. and Adorno, T. W. (2000 [1944]) Dialectic of Enlightenment, New York: Continuum Publishing.

    Google Scholar 

  • Jahn-Sudmann, A. and Stockmann, R. (eds) (2008) Computer Games as a Sociocultural Phenomenon, Basingstoke: Palgrave Macmillan.

    Google Scholar 

  • Johnson, J. (2011) 1 Million Workers, 90 Million, i-phones, 17 suicides. Who’s to blame? Wired Magazine, http://www.wired.com/magazine/2011/02/ff_joe-linchina/all/1.

    Google Scholar 

  • Kerr, A. (2010) The Business and Culture of Digital Games, London: Sage.

    Google Scholar 

  • Kline, S., Dyer-Witheford, N. and de Peuter, G. (2003) Digital Play: The Interaction of Technology, Culture and Marketing, Montreal: McGill Quarry University Press.

    Google Scholar 

  • Leadbeater, C. (2008) We-Think: The Power of Mass Creativity, London: Profile Books.

    Google Scholar 

  • Lee, Y.H. and Lin, H. (2011) ‘Gaming is my work’: identity work in internethobbyist game workers, Work, Employment and Society, 25(3): 451–67.

    Article  Google Scholar 

  • Livingstone, I. and Hope, A. (2011) Next Gen. Transforming the UK into the World’s Leading Talent Hub for the Video Games and Visual Effects Industries, London: NESTA.

    Google Scholar 

  • Lockwood, D. and Richards, T. (2008) Presence-play: the hauntology of the computer game, in Jahn-Sudmann and Stockmann (eds), Computer Games as a Sociocultural Phenomenon, pp. 175–85.

    Google Scholar 

  • Marx. K. (1990 [1868]) Capital, Vol. 1, London: Penguin.

    Google Scholar 

  • McAllister, K.S. (2004) Game Work: Language, Power and Computer Game Culture, Tucaloosa: University of Alabama Press.

    Google Scholar 

  • McGonigal, J. (2011) Reality Is Broken: Why Games Make Us Better and How They Can Change the World, London: Jonathan Cape.

    Google Scholar 

  • McRobbie, A. (2011a) Rethinking the creative economy as radical social enterprise, Variant, 41(1): 32–3.

    Google Scholar 

  • McRobbie, A. (2011b) The Los Angelisation of London: three short-waves of young people’s micro-economies of culture and creativity in the UK, in G. Raunig, G. Ray and U. Wuggenig (eds) Critique of Creativity: Precarity, Subjectivity and Resistance in the ‘Creative Industries’, London: Mayfly Books, pp. 119–31.

    Google Scholar 

  • MCV Survey (2012) Market for Computer and Video Games Salary Survey 2012, http://www.mcvuk.com/news/read/mcv-s-2012-uk-games-industry-salary- survey-the-results/089686.

    Google Scholar 

  • Miller, V. (2011) Understanding Digital Culture, London: Sage.

    Google Scholar 

  • Mills, C. W. (2000) The Sociological Imagination, Oxford: Oxford University Press.

    Google Scholar 

  • Mulgan, G. (1998) Connexity: How to Live in a Connected World, Harvard: Harvard Business Review Press.

    Google Scholar 

  • Peck, J. (2005) Struggling with the creative class, International Journal of Urban and Regional Research, 29(4): 740–70.

    Article  Google Scholar 

  • Poyhonen, P. and Wan, D.C.S. (2011) Game Console and Music Production in China, Finnwatch: SACOM & SOMO, http://www.makeitfair.org/en/…/game-console- and-music-production-in-china.

    Google Scholar 

  • Rentfrow, D. (2008) S(t)imulating war: from early films to military games, in Jahn-Sudmann and Stockmann (eds), Computer Games as a Sociocultural Phenomenon, pp. 87–96.

    Google Scholar 

  • Rundle, M. (2012) 300Chinese Foxconn workers ‘threaten mass suicide’ at Xbox Plant, reports claim, Huffpost Tech, http://www.huffingtonpost.co.uk/2012/01/10/ 300-chinese-foxconn-workers-threaten-mass-suicide_n_1196345.html.

    Google Scholar 

  • Warner, M. (2006) Phantasmagoria, Oxford: Oxford University Press.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2013 Wallace McNeish

About this chapter

Cite this chapter

McNeish, W. (2013). Critical Perspectives on the Games Industry: Constructs and Collusion. In: Hotho, S., McGregor, N. (eds) Changing the Rules of the Game. Palgrave Macmillan, London. https://doi.org/10.1057/9781137318411_10

Download citation

Publish with us

Policies and ethics