Precarious Playbour: Modders and the Digital Games Industry

Precarious Playbour: Modders and the Digital Games Industry
Jared O'Leary

In this episode I unpack Kücklich’s (2005) publication titled “Precarious playbour: Modders and the digital game industry,” which problematizes modding as a form of free labor.

Article

Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Games Industry. Fibreculture Journal, 5, 1–5.


Article summary

“The following paper analyses the relationship between the modding community and the games industry from a political economy perspective, without disregarding the pleasures and rewards individual modders may derive from their work. Within this context, the questions of whether modders can be regarded in terms of a “dispersed multitude”, and how the power that comes with this status can be realised more fully, deserve special attention. At the same time, this paper seeks to gain insight into the changing relationship between work and play in the creative industries, and the ideological ramifications of this change” (Intro, par. 5).


My One Sentence Summary

This article problematizes modding as a form of free labor.


Some Of My Lingering Questions/Thoughts

  • When might CS education also be a form of playbour?

  • At what point does modding become a problematic form of playbour in your eyes?

  • How might we discuss the ethics around modding and playbour in CS classrooms?

  • What are other examples of playbour that might be discussed in CS education classes?


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