Digital Culture & Society (DCS)
Vol. 5, Issue 2/2019 – Laborious Play and Playful Work I
This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work.
The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, »goldfarming«, and Twitch gameplay broadcasting, amongst many others.
A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as »gamification« while critical voices denounce such attempts as ideology, exploitation or simply »bullshit«.
ContentSeiten 3 - 4
IntroductionSeiten 5 - 12
I Theoretical Reflections
Play as WorkSeiten 15 - 40
Working on and at PlaySeiten 41 - 60
"Good Icing can't Change an Average Cake"Seiten 61 - 82
II Case Studies
Feeling for an AudienceSeiten 85 - 102
Playful Work and Laborious Play in Super Mario MakerSeiten 103 - 120
Gaming Musical InstrumentsSeiten 121 - 130
III Entering the Field
Convergence of Rhetoric, Labour, and Play in the Construction of Inactive Discourses on TwitchSeiten 133 - 148
Owning ItSeiten 149 - 158
IV In Conversation with …
Esports and Live StreamingSeiten 161 - 168
Biographical NotesSeiten 169 - 172
2 September 2020, 172 pages
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