Convergence The International Journal of Research into New Media Technologies · 2011 · 38 citations · 19 references
Social SciencesDesignHigher EducationDigital Culture StudiesInnovationSelfDigital InnovationGaming CultureVideo Game CultureVideo Game StudiesVideo Game Industry
This article explores the upgrade and perpetual innovation economy of digital gaming as it informs understandings and practices of the ‘self’. Upgrade is situated in terms of digital gaming as a globalized techno-cultural industry. Drawing on accounts of governmentality and cultural work, research with digital games design students is drawn on to explore the overlapping twin logics of technological upgrade and work-on-the-self. The games industry-focused higher education context is examined as an environment for becoming a games designer and involving processes of upgrading the self. Having examined processes and practices of upgrading the self in terms of technological skills and personal development/enterprise, the article turns to some of the critical issues around anxiety, industry conventions and working practices.
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Convergence culture in the creative industries
Mark Deuze · International Journal of Cultural Studies · 2007 · 294 citations