Marx at the Arcade

Consoles, Controllers, and Class Struggle

Paperback, 208 pages

English language

Published July 18, 2019 by Haymarket Books.

ISBN:
978-1-60846-866-9
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4 stars (4 reviews)

In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.

1 edition

Review of 'Marx at the Arcade' on 'Goodreads'

3 stars

A surface level but by no means bad review of how Marxism intersects with the video game industry; it both uses the game industry to introduce basic concepts to readers who might not be acquainted with the theory, and then talks about how applying those concepts to the industry can yield new ideas about media production, worker inquiry, etc. It's well structured and has a ton of annotations and footnotes for whoever wants more.

Review of 'Marx at the Arcade' on 'Goodreads'

4 stars

This book tries to answer one question: how does the political writings and thoughts of Karl Marx relate to the world of videogames?

Videogames are a terrain of cultural struggle, shaped by work, capitalism, and ideas about society. Through the pages that follow, I will draw out the struggle and resistance that has marked videogames from the start, thinking about what that means for today.



"To start at the very beginning, the National Museum of Play in New York claims that the very first videogame was a custom-built computer in 1940, the Nimatron." Since then, things have changed, including how videogames has become a major industry.

Another interesting point about the birth of videogames, is this:

The technological basis for videogames was laid by the US military. As Dyer-Witheford and de Peuter have argued, “They originated in the U.S. military-industrial complex, the nuclear-armed core of capital’s global domination, to which …

Review of 'Marx at the Arcade' on 'LibraryThing'

4 stars

This book tries to answer one question: how does the political writings and thoughts of Karl Marx relate to the world of videogames?

Videogames are a terrain of cultural struggle, shaped by work, capitalism, and ideas about society. Through the pages that follow, I will draw out the struggle and resistance that has marked videogames from the start, thinking about what that means for today.



"To start at the very beginning, the National Museum of Play in New York claims that the very first videogame was a custom-built computer in 1940, the Nimatron." Since then, things have changed, including how videogames has become a major industry.

Another interesting point about the birth of videogames, is this:

The technological basis for videogames was laid by the US military. As Dyer-Witheford and de Peuter have argued, “They originated in the U.S. military-industrial complex, the nuclear-armed core of capital’s global domination, to which …