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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| Tipo de documento: | artigo |
| Estado: | Versão publicada |
| Data de publicação: | 2021 |
| País: | Brasil |
| Recursos: | Universidade Federal Fluminense (UFF) |
| Repositório: | Contracampo |
| Idioma: | português inglês |
| OAI Identifier: | oai:ojs.pkp.sfu.ca:article/50722 |
| Acesso em linha: | https://periodicos.uff.br/contracampo/article/view/50722 |
| Access Level: | Acceso aberto |
| Palavra-chave: | Representation; Neoliberalism; Work; Games; Death Stranding. Representación; Neoliberalismo; Trabaja; Juegos; Death Stranding. Representação; Neoliberalismo; Trabalho; Games; Death Stranding. |
| Resumo: | 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). |
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