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When Passion Isn’t Enough : Gender, Affect, and Credibility in Digital Games Design

journal contribution
posted on 2016-02-15, 12:15 authored by Alison Harvey, T. Shepherd
Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this paper examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented toward professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.

History

Citation

International Journal of Cultural Studies, 2016 (Online Before Print)

Author affiliation

/Organisation/COLLEGE OF SOCIAL SCIENCES, ARTS AND HUMANITIES/Department of Media and Communication

Version

  • AM (Accepted Manuscript)

Published in

International Journal of Cultural Studies

Publisher

SAGE Publications

issn

1367-8779

eissn

1460-356X

Acceptance date

2016-02-01

Copyright date

2016

Available date

2016-02-15

Publisher version

http://ics.sagepub.com/content/early/2016/03/02/1367877916636140.abstract

Language

en

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