From Crunch to Grind: Adopting Servitization in Project-Based Creative Work.

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Johanna Weststar, Louis-Étienne Dubois
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引用次数: 2

Abstract

The digital game industry has embraced servitization - a strategic orientation toward customer centricity in production-based firms - to deeply monetize digital games. Though some note the resource-intensive nature of delivering services and suggest inherent risks in its adoption, extant literature is uncritical. This article draws on labour process theory to critique the impact of servitization on workers at the point of production. We conducted in-depth interviews at a large North American game development studio. The results show the human cost of servitization, generally overshadowed by financial considerations. Specifically, we theorize that servitization increases the indeterminacy of labour and this must be compensated for if servitization is to realize its cost-benefit potential. The result is an intensification of labour through additional control imperatives which make workers accountable to consumers through deterministic success metrics, impact the creative process and direct creative outputs in real time.

从紧张到磨砺:在基于项目的创造性工作中采用服务化。
数字游戏产业已经接受了服务化(游戏邦注:这是基于产品的公司以用户为中心的战略方向),从而从数字游戏中获得盈利。虽然有些人注意到提供服务的资源密集型性质,并提出采用这种服务存在固有风险,但现有文献并不批判。本文利用劳动过程理论来批判服务化在生产环节对工人的影响。我们对一家大型北美游戏开发工作室进行了深度采访。结果显示,服务化的人力成本通常被财政考虑所掩盖。具体来说,我们的理论认为服务化增加了劳动力的不确定性,如果服务化要实现其成本效益潜力,就必须补偿这一点。其结果是通过额外的控制措施强化劳动,使工人通过确定的成功指标对消费者负责,影响创意过程并实时指导创意产出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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