2014 was quite a busy year for me in terms of writing and getting articles (and a book proposal!) out for review. Therefore the next few months are going to be full of happy announcements such as the one below.
My contributions to this paper come directly out of chapter 3 of my dissertation, where I argue that EVE’s “sandbox” is more myth than reality when it comes to PVE play. If your library doesn’t subscribe to Games and Culture please send me a note and I’ll be happy to share a PDF of the paper.
Nicholas Taylor, Kelly Bergstrom, Jennifer Jenson, and Suzanne de Castell. Alienated Playbour: Relations of Production in EVE Online. Games and Culture. first published on January 8, 2015 as doi:10.1177/1555412014565507
This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game’s robust economy. Applying the concept of “immaterial labor” to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game—work that happens both in game and crucially outside of it. Moving past the increasingly anachronistic distinctions between digitally mediated labor and leisure, in game and out of game, we examine the relations of production in which these players are situated: to other EVE players, in-game corporations, the game’s developer, and the broader digital economy. Seen from this perspective, we consider the extent to which EVE both ideologically and economically supports the extension of capital into increasing aspects of our everyday lives—a “game” in which many play, but few win.