Likers get liked: platform capitalism and the precariat in Death Stranding

Kojima Productions’ Death Stranding (2019) imagines a post-apocalyptic future in which the United States has been broken apart into isolated, individualist communities. Players assume the role of Sam Bridges, a courier for the seemingly ubiquitous Bridges corporation, who is tasked with reunifying t...

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Detalles Bibliográficos
Otros títulos:Special Issue: "Democracy Dies Playfully: (Anti-)Democratic Ideas in and Around Video Games"
Autor principal: House, Ryan (Autor)
Tipo de documento: Electrónico Artículo
Lenguaje:Inglés
Verificar disponibilidad: HBZ Gateway
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Fernleihe:Fernleihe für die Fachinformationsdienste
Publicado: 2020
En: Gamevironments
Año: 2020, Volumen: 13, Páginas: 290-316
(Cadenas de) Palabra clave estándar:B Death Stranding (Juego de computadora) / Capitalismo (Motivo) / Precariado (Motivo)
Clasificaciones IxTheo:KBQ América del Norte
ZB Sociología
ZC Política general
ZG Media studies; Digital media; Communication studies
Otras palabras clave:B gamevironments
B death stranding
B Play
B precariat
B kojima
B Precariousness
B Ritual
B homo ludens
B platform capitalism
Acceso en línea: Volltext (kostenfrei)
Descripción
Sumario:Kojima Productions’ Death Stranding (2019) imagines a post-apocalyptic future in which the United States has been broken apart into isolated, individualist communities. Players assume the role of Sam Bridges, a courier for the seemingly ubiquitous Bridges corporation, who is tasked with reunifying the country by linking the cloistered settlements to the Chiral Network, allowing communication and the sharing of resources between those connected to it. In Death Stranding, the themes of control and precariousness resonate through both semiotics and procedure. Bridges, as a symbol for the game’s procedural mechanics, asks players to make connections between what Sam is asked to do (by Bridges) and what they are asked to do (by the videogame). Drawing parallels between Bridges and platform capitalism, this paper will examine Death Stranding as an allegorithm, in Alexander Galloway’s terms, to reveal how the game replicates the real world systems of precarization of an emerging class of workers: the precariat. This paper argues that Death Stranding becomes a ritualization of precarious labor and that the playful disposition it engenders provides a starting place to begin reassessing our modes of democratic participation.
ISSN:2364-382X
Obras secundarias:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.26092/elib/408