{"title":"How time flows making games: An ethnographic analysis of experiences of temporality in an indie videogame studio","authors":"Caroline Pelletier","doi":"10.1177/13675494231217053","DOIUrl":null,"url":null,"abstract":"In research on videogame production, much attention has been given, justifiably, to ‘crunch’, whereby employees in large studios work extremely long hours for months at a time prior to a game’s launch, at the request of management. There has to date been limited research about how duration and urgency are experienced at other periods, and also in the economically and culturally significant ‘independent’ (or indie) sectors and companies. This article draws on a Deleuzian framework initially developed to analyse experience of temporality in academic research, and applies it to data generated by an ethnography of a UK-based indie game studio, which examined how games are produced as part of a more routine working life. The framework enables a re-examination of how ‘passionate’ work in the cultural industries is lived day-to-day, and aims to contribute to debates about the politics of time in the games sector, offering analytic resources which expand the vocabulary for expressing desired experiences of time in game work.","PeriodicalId":47482,"journal":{"name":"European Journal of Cultural Studies","volume":"263 1","pages":""},"PeriodicalIF":1.9000,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Journal of Cultural Studies","FirstCategoryId":"90","ListUrlMain":"https://doi.org/10.1177/13675494231217053","RegionNum":2,"RegionCategory":"社会学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CULTURAL STUDIES","Score":null,"Total":0}
引用次数: 0
Abstract
In research on videogame production, much attention has been given, justifiably, to ‘crunch’, whereby employees in large studios work extremely long hours for months at a time prior to a game’s launch, at the request of management. There has to date been limited research about how duration and urgency are experienced at other periods, and also in the economically and culturally significant ‘independent’ (or indie) sectors and companies. This article draws on a Deleuzian framework initially developed to analyse experience of temporality in academic research, and applies it to data generated by an ethnography of a UK-based indie game studio, which examined how games are produced as part of a more routine working life. The framework enables a re-examination of how ‘passionate’ work in the cultural industries is lived day-to-day, and aims to contribute to debates about the politics of time in the games sector, offering analytic resources which expand the vocabulary for expressing desired experiences of time in game work.
期刊介绍:
European Journal of Cultural Studies is a major international, peer-reviewed journal founded in Europe and edited from Finland, the Netherlands, the UK, the United States and New Zealand. The journal promotes a conception of cultural studies rooted in lived experience. It adopts a broad-ranging view of cultural studies, charting new questions and new research, and mapping the transformation of cultural studies in the years to come. The journal publishes well theorized empirically grounded work from a variety of locations and disciplinary backgrounds. It engages in critical discussions on power relations concerning gender, class, sexual preference, ethnicity and other macro or micro sites of political struggle.