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A Precarious Game
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Table of Contents

Introduction: For Whom the Love Works in Video Game Production?
1. The Unequal Ludopolitical Regime of Game Production: Who Can Play, Who Has to Work?
2. The End of the Garage Studio as a Technomasculine Space: Financial Security, Streamlined Creativity, and Signs of Friction
3. Gaming the City: How a Game Studio Revitalized a Downtown Space in the Silicon Prairie
4. The Production of Communicative Developers in the Affective Game Studio
5. Reproducing Technomasculinity: Spouses' Classed Femininities and Domestic Labor
6. Game Testers as Precarious Second-Class Citizens: Degradation of Fun, Instrumentalization of Play
7. Production Error: Layoffs Hit the Core Creatives
Conclusion: Reimagining Labor and Love in and beyond Game Production

About the Author

Ergin Bulut is Assistant Professor in the Department of Media and Visual Arts at Koc University. He is currently a visitor researcher at the Institute for Advanced Study, Princeton, and a faculty fellow at the Center for Advanced Research in Global Communication at Annenberg School for Communication. He is co-editor of Cognitive Capitalism, Education and Digital Labor, and you can follow him on Twitter @ergincloud.

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