e-space
Manchester Metropolitan University's Research Repository

    Is Computer Gaming a Craft? Prehension, Practice and Puzzle-Solving in Gaming Labour

    Brock, TGJ and Fraser, E (2018) Is Computer Gaming a Craft? Prehension, Practice and Puzzle-Solving in Gaming Labour. Information, Communication and Society, 21 (9). pp. 1219-1233. ISSN 1369-118X

    [img]
    Preview
    Accepted Version
    Available under License In Copyright.

    Download (680kB) | Preview

    Abstract

    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.

    Impact and Reach

    Statistics

    Activity Overview
    6 month trend
    872Downloads
    6 month trend
    443Hits

    Additional statistics for this dataset are available via IRStats2.

    Altmetric

    Repository staff only

    Edit record Edit record