4.3 Article

When passion isn't enough: gender, affect and credibility in digital games design

Journal

INTERNATIONAL JOURNAL OF CULTURAL STUDIES
Volume 20, Issue 5, Pages 492-508

Publisher

SAGE PUBLICATIONS INC
DOI: 10.1177/1367877916636140

Keywords

affect; creative industries; credibility; cultural production; digital game design; gender; labour; passion

Funding

  1. Feminist in Games
  2. Social Sciences and Humanities Research Council of Canada

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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 article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards 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.

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