Home > Research > Publications & Outputs > Is computer gaming a craft? Prehension, practic...

Links

Text available via DOI:

View graph of relations

Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

Standard

Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour. / Brock, Tom; Fraser, Emma.
In: Information, Communication and Society, Vol. 21, No. 9, 03.05.2018, p. 1219-1233.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

APA

Vancouver

Brock T, Fraser E. Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour. Information, Communication and Society. 2018 May 3;21(9):1219-1233. doi: 10.1080/1369118x.2018.1468920

Author

Brock, Tom ; Fraser, Emma. / Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour. In: Information, Communication and Society. 2018 ; Vol. 21, No. 9. pp. 1219-1233.

Bibtex

@article{bbd94d904d2845618f9a8a9852f9d5b8,
title = "Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour",
abstract = "This article applies sociological theories of {\textquoteleft}craft{\textquoteright} to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a {\textquoteleft}craft{\textquoteright}. In particular, through the concept of {\textquoteleft}prehension{\textquoteright}, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as {\textquoteleft}contact{\textquoteright}, {\textquoteleft}apprehension{\textquoteright}, {\textquoteleft}language acquisition{\textquoteright} and {\textquoteleft}reflection{\textquoteright}. We argue that players develop these practices of the hand to make sense of the game{\textquoteright}s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.",
author = "Tom Brock and Emma Fraser",
year = "2018",
month = may,
day = "3",
doi = "10.1080/1369118x.2018.1468920",
language = "English",
volume = "21",
pages = "1219--1233",
journal = "Information, Communication and Society",
issn = "1369-118X",
publisher = "Routledge",
number = "9",

}

RIS

TY - JOUR

T1 - Is computer gaming a craft? Prehension, practice, and puzzle-solving in gaming labour

AU - Brock, Tom

AU - Fraser, Emma

PY - 2018/5/3

Y1 - 2018/5/3

N2 - This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.

AB - This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.

U2 - 10.1080/1369118x.2018.1468920

DO - 10.1080/1369118x.2018.1468920

M3 - Journal article

VL - 21

SP - 1219

EP - 1233

JO - Information, Communication and Society

JF - Information, Communication and Society

SN - 1369-118X

IS - 9

ER -