Autor/es
Descripción
ver mas
Colaborador
Roldán, Martha
Materias
Idioma
spa
Extent
238 p.
Derechos
info:eu-repo/semantics/openAccess
Atribución-NoComercial-SinDerivadas 2.0 Genérica (CC BY-NC-ND 2.0)
Formato
application/pdf
Identificador
Cobertura
ARG
2009-2011
Abstract
This thesis addresses the problematic of "creative" work connotation and its socioeconomic implications in Videogame content production in the Cultural Industry (CI) in Argentina (2009-2011) in the context of contemporary informational capitalism. With this objective and from a critical perspective, it analyzes production and work organization in that industry and explores the conditions and settings within which this transformative human practice expresses its most gratifying potential.
In order to discuss that dynamics the text focuses on: i) the specific character of "creative" work practices in content production in the Argentine capitalist industry
of Videogames in the context of the not yet settled debate on the nature of contemporary work ; ii) production and “creative” work organization practices
according to the Codes applied: a) the Work Code, i.e. the one ruling the work process, its divisions, time economies, and internal mechanisms of coordination and control of those divisions; b) the Labor Code i.e. the one defining the external mechanisms of coordination and control of the production process enabling the
implementation of the first Code and including dimensions of workers’ subjectivity.
The thesis also tests the theoretical validity of these concepts by linking them to the different characteristics of "creative" work settings typical of this CI, and to the
analysis of the methods and tools applied in the organization of work linked to both Codes.
Choosing the Videogame industry responds to a series of challenges. Firstly, it is still a little explored field from the perspective of the Sociology of Work. Secondly, it articulates the audio-visual Cultural Industry to the Informatics Industry, linking them both to other sectors synergistically associated with current technological advances and communication. Thirdly, unlike other ICs that precede it, the Videogames industry is characterized by the full digitization of the contents produced and their relationships to digital networks.
The approach chosen to address the research problematic is based, mainly, on critical Sociology of Work, an approach that incorporates key dimensions of Political Economy and both quantitative and qualitative dimensions. However, this study privileges a qualitative empirical approach that relies on field-based information on the basis of a selection of revelatory cases that are analyzed taking into account both actors and dynamics in their respective contexts. The research thus proposes an analysis of the socioeconomic dimensions of “creative” work organization at the micro level, an analysis that is, in turn, articulated to other levels: the Videogame production organization in Argentina and its relationships to other industries synergistically integrated within a technological constellation common to contemporary informational capitalism.
The conclusions and reflections of this thesis concern the articulation between: i) the "creative" character of the work analyzed, its internal dynamics coordinated through the Work and Labor Codes (including dimensions of actors´subjectivity ), and the relations of production that sustain said dynamics; ii) the influence exercised by two contexts: the mezzo productive organization one and the international codification over that same dynamics; and iii) the potential contribution of the Videogame sector and its “creative” content production to the Argentine socioeconomic development and its associated Public Policies in the context of contemporary informational capitalism.
In order to discuss that dynamics the text focuses on: i) the specific character of "creative" work practices in content production in the Argentine capitalist industry
of Videogames in the context of the not yet settled debate on the nature of contemporary work ; ii) production and “creative” work organization practices
according to the Codes applied: a) the Work Code, i.e. the one ruling the work process, its divisions, time economies, and internal mechanisms of coordination and control of those divisions; b) the Labor Code i.e. the one defining the external mechanisms of coordination and control of the production process enabling the
implementation of the first Code and including dimensions of workers’ subjectivity.
The thesis also tests the theoretical validity of these concepts by linking them to the different characteristics of "creative" work settings typical of this CI, and to the
analysis of the methods and tools applied in the organization of work linked to both Codes.
Choosing the Videogame industry responds to a series of challenges. Firstly, it is still a little explored field from the perspective of the Sociology of Work. Secondly, it articulates the audio-visual Cultural Industry to the Informatics Industry, linking them both to other sectors synergistically associated with current technological advances and communication. Thirdly, unlike other ICs that precede it, the Videogames industry is characterized by the full digitization of the contents produced and their relationships to digital networks.
The approach chosen to address the research problematic is based, mainly, on critical Sociology of Work, an approach that incorporates key dimensions of Political Economy and both quantitative and qualitative dimensions. However, this study privileges a qualitative empirical approach that relies on field-based information on the basis of a selection of revelatory cases that are analyzed taking into account both actors and dynamics in their respective contexts. The research thus proposes an analysis of the socioeconomic dimensions of “creative” work organization at the micro level, an analysis that is, in turn, articulated to other levels: the Videogame production organization in Argentina and its relationships to other industries synergistically integrated within a technological constellation common to contemporary informational capitalism.
The conclusions and reflections of this thesis concern the articulation between: i) the "creative" character of the work analyzed, its internal dynamics coordinated through the Work and Labor Codes (including dimensions of actors´subjectivity ), and the relations of production that sustain said dynamics; ii) the influence exercised by two contexts: the mezzo productive organization one and the international codification over that same dynamics; and iii) the potential contribution of the Videogame sector and its “creative” content production to the Argentine socioeconomic development and its associated Public Policies in the context of contemporary informational capitalism.
Título obtenido
Doctora en Ciencias Sociales
Institución otorgante
Universidad de Buenos Aires. Facultad de Ciencias Sociales