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Labour is one of the things that has changed the most dramatically in the history of video games. Higher budgets lead to a more industrialised production process, with sometimes hundreds of people working on the same product. The idea of indie games is at heart a question of labour: how big is the team, how are they remunerated, and who owns their work. Non-digital games also have a close relationship with labour, be it in the form of corporate team-building exercises, childcare as both work and play, or playful tactics that people come up with for coping with menial work.
Submissions that complicate or challenge the issue’s topic titles are very much welcome. Every topic can be read with the words jumbled up. That means you could, for example, write up a history of games that simulate labour, or you could write about how workers are represented in a game about history, or analyse how labour relations have impacted the history of a particular sport, or any other permutation imaginable.
Any kind of history will be accepted: social, biographic, documentary, personal, descriptive or polemical. Submissions are unlikely to be rejected for being ‘not history,’ because nobody has the authority to decide what that means. Likewise, nobody has the authority to decide what a game is. Digital and non-digital games are both covered.
This issue will be guest-edited by Stephen Winson alongside regular editor Zoya Street
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