The becoming of ideal audience workers : game modders and distributive websites.

The proliferation of participative media technologies in the last decade had transformed the paradigms of traditional media production. The newfound celebratory freedom for audiences to be media producers is balanced by fears of an exploitative labour situation: an apprehension that participatory pr...

Full description

Saved in:
Bibliographic Details
Main Author: Hong, Renyi.
Other Authors: Chen Hsueh-hua
Format: Theses and Dissertations
Language:English
Published: 2012
Subjects:
Online Access:http://hdl.handle.net/10356/48039
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-48039
record_format dspace
spelling sg-ntu-dr.10356-480392019-12-10T14:12:19Z The becoming of ideal audience workers : game modders and distributive websites. Hong, Renyi. Chen Hsueh-hua Wee Kim Wee School of Communication and Information DRNTU::Social sciences::Communication::Cultural studies The proliferation of participative media technologies in the last decade had transformed the paradigms of traditional media production. The newfound celebratory freedom for audiences to be media producers is balanced by fears of an exploitative labour situation: an apprehension that participatory presents a beguiling front for audiences to be co-opted as free workers for commercial actors. This project adds to these criticisms by problematizing creative autonomy, the assumption that audiences produce for the psychological gratifications of exercising creative talents and their productive capacities are entirely voluntary and unrestrained. Taking the context of game modification (modding), it proposes that the distributive web apparatus allows for modders to subjectify themselves under work discourses and become ideal audience workers (that is, by virtue of the time and intensity of their contribution) of their own choosing. The genealogy and in-depth interviews converge to express the neoliberal economic rationality of the game modding enterprise and offers a new perspective into the landscape of audience labour. Modders, for instance, ally an ideology of self-improvement with the changes in ratings and ranks reflected on distributive websites. As such, the distributive websites act as a technology of the self, enabling the self-surveillance of bodies, productivities and ethics. This leads game modders now only to produce harder, but also to take up auxiliary laboring activities that may not be entirely enjoyable. In this way, Audience labour cannot be read as a voluntary labour force motivated only by psychological gratification. Rather, audience producers do often learn to become ideal workers by transposing the ideal work ethics of paid work settings into participative work ​Master of Communication Studies 2012-02-21T01:00:40Z 2012-02-21T01:00:40Z 2012 2012 Thesis http://hdl.handle.net/10356/48039 en Nanyang Technological University 142 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences::Communication::Cultural studies
spellingShingle DRNTU::Social sciences::Communication::Cultural studies
Hong, Renyi.
The becoming of ideal audience workers : game modders and distributive websites.
description The proliferation of participative media technologies in the last decade had transformed the paradigms of traditional media production. The newfound celebratory freedom for audiences to be media producers is balanced by fears of an exploitative labour situation: an apprehension that participatory presents a beguiling front for audiences to be co-opted as free workers for commercial actors. This project adds to these criticisms by problematizing creative autonomy, the assumption that audiences produce for the psychological gratifications of exercising creative talents and their productive capacities are entirely voluntary and unrestrained. Taking the context of game modification (modding), it proposes that the distributive web apparatus allows for modders to subjectify themselves under work discourses and become ideal audience workers (that is, by virtue of the time and intensity of their contribution) of their own choosing. The genealogy and in-depth interviews converge to express the neoliberal economic rationality of the game modding enterprise and offers a new perspective into the landscape of audience labour. Modders, for instance, ally an ideology of self-improvement with the changes in ratings and ranks reflected on distributive websites. As such, the distributive websites act as a technology of the self, enabling the self-surveillance of bodies, productivities and ethics. This leads game modders now only to produce harder, but also to take up auxiliary laboring activities that may not be entirely enjoyable. In this way, Audience labour cannot be read as a voluntary labour force motivated only by psychological gratification. Rather, audience producers do often learn to become ideal workers by transposing the ideal work ethics of paid work settings into participative work
author2 Chen Hsueh-hua
author_facet Chen Hsueh-hua
Hong, Renyi.
format Theses and Dissertations
author Hong, Renyi.
author_sort Hong, Renyi.
title The becoming of ideal audience workers : game modders and distributive websites.
title_short The becoming of ideal audience workers : game modders and distributive websites.
title_full The becoming of ideal audience workers : game modders and distributive websites.
title_fullStr The becoming of ideal audience workers : game modders and distributive websites.
title_full_unstemmed The becoming of ideal audience workers : game modders and distributive websites.
title_sort becoming of ideal audience workers : game modders and distributive websites.
publishDate 2012
url http://hdl.handle.net/10356/48039
_version_ 1681049081875529728