Composition De Classe De L’industrie Des Jeux Vidéo Et Sur Ordinateur
Abstract
If cognitive capital is a regime commodifying digitalized and networked processes, video and computer games are among its most important components. The article examines the transnational constitution of the game industry in which software plays a central role. The composition of the class formed by information workers, prosumers and the new proletariat of the hard-drive is explored, as well as the practices of struggle and resistance proper to this sector. The article concludes with the subversive and transformative virtualities of games