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.

Full Text
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