In this article, we use the Deleuzoguattarian division between social subjection (assujettissement) and machinic enslavement (asservissement machinique) as the basis for understanding the formation of the cognitariat in Global Game Jams. After contextualizing these sessions and their importance for the video game development industry, we will examine the dimensions of user-producer subjection (such as the appeal to entrepreneurship, continuing training, and formation of communities) and explore dimensions of machinic enslavement (flexible work dynamics, game and labour fusion, division of tasks and projects, etc.).
CITATION STYLE
Rossi, L. S. R. (2019). Videojuegos y sociedades de control: la formación del cognitariado en las Global Game Jams. Revista Crítica de Ciências Sociais, (118), 101–124. https://doi.org/10.4000/rccs.8581
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