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A Precarious GameThe Illusion of Dream Jobs in the Video Game Industry$
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Ergin Bulut

Print publication date: 2020

Print ISBN-13: 9781501746529

Published to Cornell Scholarship Online: September 2020

DOI: 10.7591/cornell/9781501746529.001.0001

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The Production of Communicative Developers in the Affective Game Studio

The Production of Communicative Developers in the Affective Game Studio

(p.89) 4 The Production of Communicative Developers in the Affective Game Studio
A Precarious Game

Ergin Bulut

Cornell University Press

This chapter looks at the difficulties experienced by studio management in measuring the productivity of Studio Desire's workers. While no easy task, managing productivity and cultivating driven workers is not impossible, and Studio Desire's management has been able to harness the temporal, spatial, and subjective dimensions of both the workplace and the labor process to maintain productivity. They are well aware that value in the game industry is best realized by investing in the developers' bodies and enhancing their imaginative capacities. The chapter then considers the logic behind turning the workplace into a playground and the attempt to cultivate communicative laborers. The broader argument is that capital cannot afford to forego investing in the well-being of video game developers for whom strictly defined work schedules and work spaces are no longer feasible.

Keywords:   studio management, Studio Desire, productivity, workplace, labor process, game industry, video game developers, work schedules, work spaces

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