Game Studios Are Turning Play Into Work

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Game Studios Are Turning Play Into Work
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Academics often talk about the unpaid 'immaterial labor' of logging in to Facebook and having your preferences mined for advertising dollars. Isn't gaming similar? Via WIREDUK

developer GSC Game World in similarly popular interventions. He said he hoped that the technologies become a “major trend in gaming going forward.” The letter went over as well as you might expect.

Commentators have pointed out that Matsuda's letter is incomprehensible, slathered in muddy tech jargon. He does, however, make one revealing distinction.

; it could just as easily be seen as a hobby, like painting. Game designers often distinguish between. The latter taps into what the anthropologist David Graeber" and it's often maligned, but social scoring isn't inherently bad or antithetical to play. Really, I think the average player doesn't care whether a game hews closer to work principles or not.

NFTs take this desire for an extrinsic reward to its logical conclusion: a financial incentive. The idea is ostensibly compelling. After all, games have economies, infamously lucrative ones. You play all day, paying for Gabe Newell's extended vacation in New Zealand, yet, unless you're a lucky streamer, you get only loot boxes in return. Academics" of logging in to Facebook and having your preferences mined for advertising dollars.

But gaming is different from our day jobs in several extremely important ways, and these differences throw up serious problems, explains Tom Brock, a lecturer in the Department of Sociology at Manchester Metropolitan. Game companies don't have to treat you like workers, for starters. "Work is more than just being paid," he says.

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