It's all about games: enterprise and entrepreneurialism in digital games

Published date01 March 2015
AuthorAdrian Wright
Date01 March 2015
DOIhttp://doi.org/10.1111/ntwe.12042
It’s all about games: enterprise and
entrepreneurialism in digital games
Adrian Wright
This article aims to contrast benign notions of ‘free’ and
‘creative’ work in the context of labour market conditions and
employment relationships. Empirical research reveals the
exploitative and precarious nature of work in the experiences
of self-employed digital game developers and charts the
responses of developers to unstable and insecure working con-
ditions. Building on work by Pongratz and Voß, Haunschild
and Eikhof, and Bergvall-Kåreborn and Howcroft, this study
finds that a typical response to increasing instability in the
labour market is to adopt more enterprising and entrepreneur-
ial behaviour in order to find work. This article illustrates the
consequences for developers by highlighting examples of self-
exploitation, which is fuelled by a passion for work and is
where entrepreneurial practices lead to long working hours,
unpaid work and a blurring of work–life boundaries.
Keywords: digital games, enterprise, entrepreneuralism, labour
markets, creative industries, self-exploitation.
Introduction
Despite considerable published research on creative industries such as music, TV and
film, the digital games sector has been comparatively under-researched, even given
its growing symbolic and economic significance. Similar in economic size to the Hol-
lywood film industry (Zackariasson et al., 2006) the digital games sector is worth
$68.3 billion globally and around £2.9 billion to the UK economy (Euromonitor,
2014), with the UK constituting the third largest sector in the world (Skillset, 2011).
An exemplar of the symbolic significance of the industry is the console title Call of
Duty: Black Ops 2, which was the UK’s biggest selling entertainment release of 2012
(BBC News, 2013).
Despite the success of the digital games sector in the UK, it has been regarded as a
risky industry characterised by unstable macro conditions. Game firms have had to
adapt to major technological change impacting on product innovations and power
relations in the sector (Parkeret al., 2014), government U-turns and European Commis-
sion investigations over tax breaks (Keynote, 2014) and, in addition, the changing
demographic of users which has influenced consumption (Prato et al., 2010). Further-
more, instability exists in the labour market which is evidenced by employment sta-
tistics and the constitution and structure of firms. The number of developers working
in the sector in the UK declined to 7,000 in 2009 from an industry high of 9,400 in 2004
Adrian Wright (Awright2@uclan.ac.uk) is a Lecturer at the University of Central Lancashire and a
PhD candidateat Manchester Business School. Broadly,his research interests include work and employ-
ment in the creative industries and new work arrangements in the new economy.
New Technology, Work and Employment 30:1
ISSN 0268-1072
© 2015 John Wiley & Sons Ltd32 New Technology, Work and Employment

To continue reading

Request your trial

VLEX uses login cookies to provide you with a better browsing experience. If you click on 'Accept' or continue browsing this site we consider that you accept our cookie policy. ACCEPT