Abstract

Abstract The video games industry in the United Kingdom is profitable and growing at a time when the broader economy is still failing to recover. This has attracted the interests of politicians, committing large investments and tax breaks. Although the headline figures are impressive, the overall structure of the industry is less clear. Within this there are many new organizations, often shaped by start-up culture. Less is known about how work is being organized or the experiences of workers. The approach taken here draws on Marxist theory and an examination of the labour process. It focuses on how capitalism effects the production of video games, including the use of crunch time, the prevalence of sexism, and the widespread use of non-disclosure agreements. The conclusion suggests further enquiries are needed to understand how the struggle between labour and capital is shaping this industry.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.