Playlist Playing with/at Work - Christine H. Tran - Canadian Journal of ...
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Playlist Playing with/at Work Christine H. Tran University of Toronto Can you play a list? Suffixed or prefixed, to inscribe an object as “playful” often means to modulate yourself in artifice, experimentation, and risk: overplay your hand, underplay your flaws, display your work for review, or downplay the pain. Advocates for scholarly annotations as playthings might operate from Johan Huizinga’s (1949) definition of play in Homo Ludens: “a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’” (p. 13). This playlist, from the managed distance of the archive, is surely “consciously outside” the “ordinary life” of the Canadian Journal of Communication (CJC). Ungenerous readers might trouble what attributions of “play” do to undercut the hard-wrought, not-not-se- rious efforts of CJC scholarship. Similarly, paranoid readings of Huizinga will ignore the ambivalence of those quotation marks around “ordinary” or “not serious.” “Did he not anticipate the extraordinary $168 billion game industry!?,” posits the straw-doll reviewer. As his monograph title Homo Ludens itself signals, Huizinga holds play with immense gravity as the adhesive of human enterprise. Play, in the- ory, is a precursive and rehearsing plasticene that is always outside and therefore all around us. In theory and practice, we freely play with this list. Affinities between freeness and playfulness strike at the ambivalent heart of “new” labour studies and its scholarly casting of Web 2.0 producers as protagonists. Aided by information communication technologies, bedroom DJs, game streamers, and viral vloggers ostensibly turn playful practices into profit from the comfort of home. In studies of such cultural industry, the individual pursuit of careered hob- bies too often precedes a collective resignation to subpar conditions and deferred payoffs in the name of passion. “Fun over funds!” decrees the straw-doll cultural sector entrepreneur. As Terranova (2000) and other Marxists remind us, the for- mal economies of capitalism have long expanded themselves with our labour done “freely” outside of factory walls in the name of care and recreation (p. 33). Thus, I would hesitate to spin Huizinga’s emphasis on play as “free activity” as an emerging call-to-action against commodification. We see this imperative to freely give our work embedded in the playful voice of content creator programs for en- tertainment platforms such as Twitch, YouTube and, most recently, TikTok. Tran, Christine H. Playlist: Playing with/at Work. Canadian Journal of Communication 46(1), 733–738 doi: 10.22230/cjc.2021v46n3a4175 ©2021 Christine H. Tran. CC BY-NC-ND
734 Canadian Journal of Communication 46(3) Play’s power as a conduit of pleasurable work also reverberates in popular terms such as playbour (Kücklich, 2005, para. 4) “gamification,” and “prosumers,” which synthesize (or oversimplify) our conceits of labour and leisure via digital media. Of course, such infusions of work and play are not an innovation for all; for gendered and racialized people working from homes (not always their own), the lines between labour and leisure have never been so clearly defined. In addi- tion to working so others can play, marginalized workers in the cultural and cre- ative sector have long been room-mates with their productive leisure (Chess, 2017; Duffy, 2017; Patton, 2020). If play is the social substance that folds paper into air- planes and bibliographies into pleasure tracks, what and whose rhetoric does “play” in the CJC archive put to work? Most distressingly: can a playlist play you? As recent scholarship posits, es- sentializing play as a human practice too readily bisects the world into a binary of “player/plaything.” Building on the inter/intraspecies frameworks of Donna Haraway (2007), Kara Stone (2019) argues for definitions of play that are “less in- dividual-to-individual but [rather] something that happens in communion and together … To be very blunt: individualism is destructive” (p. 99). Stone and Haraway’s divestments from anthropocentric play read ever more urgent as we recognize how non-human animators—from algorithms to the climate itself— shape the terms of digital play and digital work. This playlist seeks not to cohere a new definition of play. No end screens or high-score charts here. Neither should we approach this playlist as a “game stud- ies” list. Instead, toy with these annotations as a “choose your character” screen in the clickventure of communication scholarship. CJC puts play to work, not only for the study of digital games but also for policy analysis, labour histori- ographies, and information technology speculations. Pick your proxy. And, in the spirit of communal play, mind each “co-player” for additional context and continuation. Playlist Article 1 Chung, Grace, & Grimes, Sara M. (2005). Data mining the kids: Surveillance and market research strategies in children’s online games. Canadian Journal of Communication, 30(4), 527–548. doi:10.22230 /cjc.2005v30n4a1525 Drawing from a longitudinal study of 17 online game sites frequented by youth of the time (from Neopets to Barbie/Mattel’s Everything-Girl.com), Grace Chung and Sara Grimes analyze the data mining practices that undergird the digitalizing lives of young players. They hold these sites as more than pivotal data extraction points in the networked ludic economy. Accordingly, these gaming sites are also terrains
Tran Playing with/at Work 735 of struggle for the cultural creation of “media-savvy cyber-kids” (p. 530) in policy. As conventions for data transparency form in adherence with the digital rights of the child in North American policy documents such as the Children’s Online Privacy Protection Act, this article advocates for further institutional support in ensuring that kids understand the contracts they playfully enter. Co-player: Harvey, Alison. (2015), Gender, age, and digital games in the do- mestic context. New York, NY: Routledge. Article 1 tag-teams dynamically with Alison Harvey’s study of games and policy in domiciles. Studying the playful development of digital literacies at home, Harvey pushes for a definition of “domestic policy” (p. 126) that emphasizes not only state regulation but also the everyday time-management practices that cir- culate games into and within domestic space users. Article 2 Durlak, Jerome T. (1979). Thinkertoys in informationland. Canadian Journal of Communication, 5(4), 45–56. doi:10.22230/cjc.1979v5n4a217 When are computers (not) playthings? Jerome T. Dulak examines the social, tech- nical, and ludic layers of personal computing. Speculating about the games people (namely youth) play on and around the computer, this article builds an early framework that captures the (then) novel possibilities of digital literacy when we remember that computational hardware is, to some, just another “toy.” Durlak re- contextualizes the playful learning practices of youth in the “lightweight revolu- tion (p. 56) of the microprocessor as an object in Canada, bringing together a vivid ecological analysis that deserves to be analyzed beyond a reflective speculation of computation in its time. Co-player: Nooney, Laine. (2013). A pedestal, a table, a love letter: Archaeologies of gender in videogame history. Game Studies, 13(2). URL: http://gamestudies.org/1302/articles/nooney Co-play with this and other recent historiographies of women’s role in the com- puter industry and the resultant distinctions between computational hobbyists, amateurs, professionals, and entrepreneurs. Article 3 Dyer-Witheford, Nick, & de Peuter, Greig. S. (2006). “EA spouse” and the crisis of video game labour: Enjoyment, exclusion, exploitation, and exodus. Canadian Journal of Communication, 31(3), 599–617. doi:10.22230/cjc.2006v31n3a1771
736 Canadian Journal of Communication 46(3) In 2004, a viral Livejournal post, signed by an “EA Spouse,” took the Canadian game developer Electronic Games (EA) to task for its culture of overwork and the ensuing effects on developers’ families. The blog post is the starting point for Nick Dyer-Witheford and Greig de Peuter to analyze multiple levels of exploitation across the video game industry, a cultural site notorious for its “crunch” conditions and fallacious meritocracies. Synthesizing interviews with game developers into an analysis of the cultural response to EA Spouse in online forums, the authors create an influential case study for future researchers of playful industries. Co-player: Bulut, Ergin. (2020). A precarious game: The illusion of dream jobs in the video game industry. Ithaca, NY: Cornell University Press. In kinship with Dyer-Witheford and de Peuter, this vivid ethnography of video game development dedicates itself to the gendered and colonial register of work regimes in the gaming sector. Bulut spotlights the lesser-known protagonists of the ludic economy: game testers and game developer spouses, who can be imag- ined as the key social reproducers or the new “EA Spouses” of the video game in- dustry. Most interestingly, Bulut examines the municipal zoning policies in “fun” cities housing ludic entrepreneurs (and their families). Paired together, these em- pirical texts lend historically specific answers to the time-crossing material ques- tion: who plays so others can work? Article 4 Legault, Marie-Joseph, & Weststar, Johanna. (2015). The capacity for mobilization in project-based cultural work: A case of the video game industry. Canadian Journal of Communication, 40(2), 203–221. doi: 10.22230/cjc.2015v40n2a2805 As collaboratively fashioned units of sound, animation, and writing, video games are frequently held by industry studies as a platonic model for cultural and tech- nology employment en masse. Drawing from international survey data and inter- views from game developers themselves, this article pivots studies of ludic labour toward practical questions of resistance within a fraught cultural scene. Specifically, the authors apply John Kelly’s framework of mobilization theory to recognize the contradiction inherent in both games culture and media labour organizing indi- vidual interest versus collective (inter)action. Co-player: Cohen, Nicole, & de Peuter, Greig. (2020) New media unions: Organizing digital journalists. New York, NY: Routledge. What do game industry organizers gain from seeing themselves in cultural affinity with other organizers—such as journalists? From GamerGate to today’s newsbeats, games journalism has been a central character in the retelling of gaming histories.
Tran Playing with/at Work 737 This book and Article 4 play well with each other, depicting how different tech- nology users gamify picket lines on their own terms and those of others. Article 5 Sklar, Alissa, & Derevensky, Jeffrey L. (2010). Way to play: Analyzing gambling ads for their appeal to underage youth. Canadian Journal of Communication, 35(4), 533–554. doi:10.22230/cjc.2010v35n4a2331 Performing a discourse analysis of gambling ads in the early 2000s, Alissa Sklaar and Jeffrey K. Derevensky consider how (and which) values can be codified as ap- pealing to youth. Recurring references to themes such as “sport,” “excitement,” and “easy money” function as potential appeals to youth, even as law and policy officially codifies the act of gambling itself as “adult.” Co-player: Fickle, Tara. (2019). The race card: From gaming technologies to model minorities. New York, NY: NYU Press. This study argues that the cultural project of American gaming and gambling is infrastructurally locked to the project of Asian-American identity. Fickle positions the Asian “model minority” as itself a gambling device: an outcome manager of the American Dream, a simulation of whiteness, and an extension of the history of policing Chinese gambling houses all folded in one deck. Article 6 Willett, Sean, & Hogan, Mél. (2019). Cheating the network: How gamers play the infrastructure. Canadian Journal of Communication, 44(3), 339–453. doi:10.22230/cjc.2019v44n3a3382 Am I cheating to put such a new article in an archive list? Uniting frameworks from critical infrastructure studies and critical game studies, Sean Willet and Mél Hogan examine the social and technical work performed by “cheaters” in digital discourse. From a case study of player alterations and exploits in the game Destiny, the authors reposition cheaters as networked actors rather than insular players. The article works toward a definition of “cheating the network,” rather than “cheating the game,” to describe these players to better recognize the “fundamen- tally material nature” (p. 447) of networks in analyses of game technologies, cul- tures, and other infrastructure. Co-player: Consalvo, Mia. (2007). Cheating: Gaining advantage in video games. Cambridge, MA: MIT Press. Willet and Hogan implicitly and explicitly converse with Mia Consalvo’s rule-setting frame- work of “gaming capital” (p. 2). Here the parameters of who and what plays (or how they play) give way to their own ludic economies in and around player communities.
738 Canadian Journal of Communication 46(3) Christine H. Tran is a doctoral student in the Faculty of Information at the University of Toronto. Email: christine.tran@mail.utoronto.ca . References Chess, Shira. (2017). Ready player two: Women gamers and designed identity. Minneapolis, MN: University of Minnesota Press. Duffy, Brooke Erin. (2017). (Not) being paid to do what you love: Gender, social media and aspirational work. New Haven, CT: Yale University Press. Haraway, Donna. (2007). The companion specific manifesto: Dogs, people, and significant otherness. Chicago, IL: Prickly Paradigm Press. Huizinga, Johan. (1949). Homo ludens: A study of the play-element in culture. (R.F.C. Hull, Trans.). London, UK: Routledge & Kegan Paul. Kücklich, Julian. (2005). Precarious playbour: Modders and the digital games industry. Fibreculture, 5(1), 1–5. Patton, Elizabeth A. (2020). Easy living: The rise of the home office. New Brunswick, NJ: Rutgers University Press. Stone, Kara (2019). What can play: The potential of non-human players. Pivot, 7(1), 78–102. Terranova, Tizanna. (2000). Free labor: Producing culture for the digital economy. Social Text, 18(2), 33–58.
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