Part one of this book provides a clearer understanding of
the cultural importance of the computer game in the information revolution.
Kirkpatrick explains that, “It is claimed that computer games have become
culturally mainstream, that everyone plays them regardless of age and gender,
and that they are a part of a new social and cultural reality with political
import” (Kirkpatrick, 2013, p.9). In the years that computer games have
developed, there has been rapid transformation in our society, such as, the
emergence of “the information revolution” and “globalization.”
In The Cosa Nostra of the Data Processing
Industry, Nathan Ensmenger explains that the emergence of the “information
technology is a revolution that would radically reshape the landscape of the
modern corporation, completely reversing the recent trend toward participative
management, recentralizing power in the hands of a few top executives, and
utterly decimating the ranks of middle management” (Ensmenger, 2010, p. 154).
As described in Computer Games and the
Social Imaginary, this new form of production makes the labor process more
of an adventure and it also places demands on inner resources of each
individual employee because “networked organizations rely on people to manage
themselves much more than the old hierarchical bureaucracies” (Kirkpatrick,
2013, p. 22). The industrial model of production has given way to this flexible
system that is horizontally integrated; instead of being managed from above,
workers take responsibility for their own role in creative processes, which
makes this work much more creative, but also economically unstable. Overall,
computer games have altered the way in which the workforce is managed and how
production is run.


No comments:
Post a Comment