The pervasiveness of neoliberalism in the representations of precarious work in the game Death Stranding

One of the most expected games of the last generation of consoles was Death Stranding (2019), especially due to the fame of its director, Hideo Kojima, and the innovative game mechanics that were demonstrated from press releases and videos of its makers disclosure. In this article, we detain to obse...

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Detalles Bibliográficos
Autor: Abath, Daniel
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2021
País:Brasil
Institución:Universidade Federal Fluminense (UFF)
Repositorio:Contracampo
Idioma:portugués
inglés
OAI Identifier:oai:ojs.pkp.sfu.ca:article/50722
Acceso en línea:https://periodicos.uff.br/contracampo/article/view/50722
Access Level:acceso abierto
Palabra clave:Representation; Neoliberalism; Work; Games; Death Stranding.
Representación; Neoliberalismo; Trabaja; Juegos; Death Stranding.
Representação; Neoliberalismo; Trabalho; Games; Death Stranding.
Descripción
Sumario:One of the most expected games of the last generation of consoles was Death Stranding (2019), especially due to the fame of its director, Hideo Kojima, and the innovative game mechanics that were demonstrated from press releases and videos of its makers disclosure. In this article, we detain to observe the pervasiveness of neoliberalism in game design elements, mechanics and narrative plot of the game in question, above all concerned with the reason of the precariousness of work. For this, we count on the theories of work (ANTUNES, 1999), platform work (SRNICEK, 2017; SLEE, 2017; SUNDARARAJAN, 2016) and neoliberalism (DARDOT and LAVAL, 2016; FOUCAULT, 2008, HARVEY, 2008) to base our critical game analytics based on systems observation (LUHMANN, 2000).