• Part of
    Ubiquity Network logo
    Download catalogue Join mailing list Announcement

    Read Chapter
  • No readable formats available
  • Tin Hat Games – Producing, Funding, and Consuming an Independent Role-Playing Game in the Age of the Interactive Spectacle

    Chiara Bassetti, Maurizio Teli, Annalisa Murgia

    Chapter from the book: Briziarelli M. & Armano E. 2017. The Spectacle 2.0: Reading Debord in the Context of Digital Capitalism.

     Download

    The ambivalence of platform capitalism, in which the participation of knowledge workers to value creation is embedded in processes organized around creativity and self-activation, is visible in the transformations of cultural industries. Such transformations involve, for example, funding mechanisms, e.g. crowdfunding, and the way social relations are maintained through the quantification by reputation systems, that merge with the pre-existing forms of production and distribution, like professional networks and fairs. To discuss this intertwinement, we focus on the case of the design, production, and distribution of an independent role-play game, #Urban Heroes, and on the work of the members of the association that produces it, Tin Hat Games. We studied them ethnographically, observing the game production, its financing through a crowdfunding platform, its presentation (and Tin Hat Games' self-presentation) on social media as well as physical gatherings. We will present the empirical results of this study, showing how the processes of production and distribution of the game through these different social contexts translate and perform different forms of being, having, and representing. 

    In conclusion, the article discusses how images-mediated social relations (the Spectacle in Debord’s definition) are at play in the process of recuperation of the critical stances of #UrbanHeroes and independent production (détournement in Debord's terms). In particular, we will show how the considered case could be framed in terms of gamified capitalism, in which the playful experience of subjects is entrenched in quantification devices that boost productivity among the producers.

    Chapter Metrics:

    How to cite this chapter
    Bassetti, C et al. 2017. Tin Hat Games – Producing, Funding, and Consuming an Independent Role-Playing Game in the Age of the Interactive Spectacle. In: Briziarelli M. & Armano E (eds.), The Spectacle 2.0. London: University of Westminster Press. DOI: https://doi.org/10.16997/book11.j
    License

    This chapter distributed under the terms of the Creative Commons Attribution + Noncommercial + NoDerivatives 4.0 license. Copyright is retained by the author(s)

    Peer Review Information

    This book has been peer reviewed. See our Peer Review Policies for more information.

    Additional Information

    Published on Dec. 12, 2017

    DOI
    https://doi.org/10.16997/book11.j