scholarly journals Toward a Theory of Atypical Media Work and Social Hope

2020 ◽  
Vol 19 (3) ◽  
pp. 1-20
Author(s):  
Mark Deuze ◽  
Johana Kotišová ◽  
Gemma Newlands ◽  
Erwin Van‘t Hof

Most media work today takes place under atypical conditions, i.e. media professionals such as journalists, musicians, filmmakers, advertising creatives and game developers generally work without open-ended contracts. In this essay, a theory of atypical media work is outlined highlighting this way of working and being at work from the current culture of capitalism. Further, it also throws light on how dualisms, dominating the discourse on media work – such as contracted versus freelance labour, primary and secondary sector employment, good versus bad jobs, paid versus unpaid work – are not as useful as they seem to be is shown. It also delves into the different ways of making precarity, precariousness, constrained autonomy and lack of agency and highlights themas the key problematic features of atypical work – productive (beyond productivity narratives). Throughout the argument, the reasons and motivations for (doing and studying) atypical media work are articulated with a distinct sense of shared social hope.  

2021 ◽  
Author(s):  
Brooke Erin Duffy ◽  
Megan Sawey

Despite the staggering uptick in social media employment over the last decade, this nascent category of cultural labor remains comparatively under-theorized. In this paper, we contend that social media work is configured by a visibility paradox: while workers are tasked with elevating the presence—or visibility—of their employers’ brands across Facebook, Twitter, Instagram, and more, their identities—and much of their labor—remains hidden behind branded social media accounts. To illuminate how this ostensible paradox impacts laborers’ conditions and experiences of work, we present data from in-depth interviews with more than 40 social media professionals. Their accounts make clear that social media work is not just materially concealed, but rendered socially invisible through its lack of crediting, marginal status, and incessant demands for un/under-compensated emotional labor. This patterned devaluation of social media employment can, we show, be situated along two gender-coded axes that have long structured the value of labor in the media and cultural industries: 1). technical-communication and 2). creation-circulation. After detailing these in/visibility mechanisms, we conclude by addressing the implications of our findings for the politics and subjectivities of work in an increasingly digital media economy.


Nature ◽  
2020 ◽  
Vol 586 (7829) ◽  
pp. 463-464
Author(s):  
Madeline Bodin
Keyword(s):  

2020 ◽  
Vol 7 (4) ◽  
pp. 30-34
Author(s):  
Yin Lu ◽  
Surng Gahb Jahng
Keyword(s):  

2016 ◽  
Vol 2 (2) ◽  
Author(s):  
Steven Reale

This two-video series explores how the scoring to the video game Portal 2, published by Valve Corporation, not only helps tell the game’s story, but also comments on the game developers’ philosophy of puzzle design. The first video explores how the game’s title theme 9999999, including its texture, voice leadings, and chord qualities, musically enacts dual aspects of the character of the game’s central antagonist GlaDOS: once human, her personality was uploaded into a computer mainframe where she has become a sociopathic, homicidal artificial intelligence who takes delight in subjecting humans to hazardous scientific experimentation. The second video demonstrates that 9999999 serves as the theme for a set of double variations in the game’s middle act. Since Valve’s philosophy of player training centers on iterative puzzle-design that systematically increase in complexity, and the musical accompaniments for these puzzles feature coordinated developments in musical complexity, the scoring here lets us parse the puzzle design into a kind of set of gameplay theme-and-variations.


2016 ◽  
Vol 57 (1) ◽  
pp. 21-30
Author(s):  
Rachel N. Simons ◽  
Melissa G. Ocepek ◽  
Lecia J. Barker
Keyword(s):  

Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


2021 ◽  
Vol 35 (2) ◽  
pp. 233-243
Author(s):  
Lyn Craig ◽  
Brendan Churchill

This paper draws on data from Work and Care During COVID-19, an online survey of Australians during pandemic lockdown in May 2020 (n = 2,722). It focuses on how subsamples of lesbian, gay, and bisexual mothers and fathers in couples (n = 280) and single mothers (n = 480) subjectively experienced unpaid work and care during lockdown compared with heterosexual mothers and fathers in couples, and with partnered mothers, respectively. During the pandemic, nonheterosexual fathers’ subjective reports were less negative than those of their heterosexual counterparts, but differences between heterosexual and lesbian/bisexual mothers were more mixed. Unlike their partnered counterparts, more single mothers reported feeling satisfied than before with their balance of paid and unpaid work and how they spent their time overall during the pandemic, perhaps because they avoided partnership conflicts and particularly benefited from relaxed commuting and child care deadlines.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


Sign in / Sign up

Export Citation Format

Share Document