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Record W3109284132 · doi:10.1353/llt.2020.0059

Marx at the Arcade: Consoles, Controllers, and Class Struggle by Jamie Woodcock

2020· article· en· W3109284132 on OpenAlexvenueno aff
Robert MacDougall

Bibliographic record

VenueLabour / Le Travail · 2020
Typearticle
Languageen
FieldSocial Sciences
TopicPolitical Economy and Marxism
Canadian institutionsnot available
Fundersnot available
KeywordsWoodcockAlienationMedia studiesClass (philosophy)SociologyCapitalismMarxist philosophyIsolation (microbiology)AdvertisingVisual artsArtPoliticsComputer scienceLawPolitical scienceArtificial intelligenceBusiness

Abstract

fetched live from OpenAlex

Reviewed by: Marx at the Arcade: Consoles, Controllers, and Class Struggle by Jamie Woodcock Robert MacDougall Jamie Woodcock, Marx at the Arcade: Consoles, Controllers, and Class Struggle (Chicago: Haymarket Books 2019) Video games, computer games, electronic games—whatever we decide to call them, these games may be the paradigmatic media of 21st-century capitalism. Born in the interstices of the Cold War military-industrial complex, video games have become a colossal, planet-spanning industry. They form a global commodity chain, built on both immaterial digital labour and the all-too-material exploitation of human bodies and natural resources. And they are a laboratory for training workers and consumers, monetizing deep psychological drives and colonizing hours of our attention. Jamie Woodcock's Marx at the Arcade is a short, readable book that aims to analyze video games from a Marxist point of view. A lifelong gamer, a digital labor organizer, and a sociologist of work, Woodcock is well qualified for this task. To write his first book, Working the Phones: Control and Resistance in Call Centres, Woodcock worked undercover in a non-unionized telemarketing call centre, chronicling the isolation and alienation of its workers and their surveillance and control by the employer. In Marx at the Arcade, he draws on history, sociology, and Marxism to investigate video games as industry, commodity, and pastime. (He does not quite resolve the debate over what to call these games: opting for "videogames" in the text of his book but "video games" on the back cover.) Woodcock is active in efforts to unionize the game industry in the United Kingdom, and he is so clearly one of the good guys that it seems churlish to find fault with this well-meaning, enjoyable book. He makes a bit more to-do than is probably warranted about the incongruity of juxtaposing Marx and video games; applying a Marxist analysis to the game industry actually makes perfect sense. Indeed, the juxtaposition has been made before, and deeper analysis can be found in works like Nick Dyer-Witherford and Greig de Peuter's Games of Empire or Christian Fuchs' Digital Labour and Karl Marx. But Marx at the Arcade offers an accessible entry to the intersection of video games and Marxism, and Woodcock is an amiable guide to the territory. It is not a criticism to say that this is an entry-level book. But it must be asked: who is Marx at the Arcade for? Labour historians who read it won't learn much about Karl Marx that they didn't already know; dedicated gamers who read it won't learn much about video games. So is Marx at the Arcade an introduction to Marx for gamers, or an introduction to video games for Marxists? One might think there would be more to be gained by writing the former, both in book sales and political impact. But despite a few [End Page 218] moves in that direction, this book primarily concerns itself with the latter. The book's strongest section is what Marx would have called a "workers' inquiry" into the software side of the game industry: the exploitation of underpaid and precarious labor, the punishing practice of "crunch time" (the industry's term for long hours worked in game development), and the widespread use of nondisclosure agreements to prevent workers from talking about their work. Woodcock draws a damning portrait of an industry with an utter disregard for the well-being of its workers, one that pretends work is play and uses its own workers' love for video games to exploit them. The last chapter of this section, the "what is to be done?" discussion that is so often vague and disappointing in books of this kind, is refreshingly concrete. Woodcock describes the efforts of groups like Game Workers Unite and Tech Workers Coalition to unionize the game industry and sees reason for real optimism in their progress. The second half of Marx at the Arcade, which turns to analyzing video games themselves, is a little disappointing. Not that a Marxist analysis of video game play is not worthwhile—quite the contrary. It's just that the findings here will feel obvious to anyone familiar with...

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.003
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: Not applicable
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.028
Threshold uncertainty score0.092

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.003
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.002
Science and technology studies0.0050.005
Scholarly communication0.0080.008
Open science0.0010.003
Research integrity0.0030.005
Insufficient payload (model declined to judge)0.0280.006

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.015
GPT teacher head0.238
Teacher spread0.222 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations0
Published2020
Admission routes1
Has abstractyes

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