Posted March 27, 2014
Dear gogfellows,
More than a year ago I presented here the project called "The Sins of the Industry", a project self-defined as "A Pretend Marxist Analysis of the Industry and Medium of Video Games". It is been such a long project that I get tired simply by trying to explain what it is all about, but let us do this again (you can also read the introductory chapter for a longer explanation).
The Sins of the Industry is a book in the form of an extremely comprehensive compendium of all the wrong-doings of the industry of video games in the last console generation accompanied by an overarching analysis of these from an amateurish Marxist point of view. It deals with topics such as violence, sexism, DRM, gamification, marketing, work exploitation, copyright and many others, and encompasses them all in an analysis of why the industry does what it does and how it affects the medium and everyone involved.
The book has been presented at mobygames.com with every finished chapter released for a peer review and, at this point, it only lacks the "Final Conclusions" chapter. It is about to go gold in a few weeks, so I am showing here, on a bigger forum, to see what a bigger audience can tell me about it. More than a general impression of it, which is also welcomed, what would help me the most are specific corrections, additions, criticisms, et cetera. An example I have missed, an example I have given wrong, an argumentation you consider flawed, a point of view I have not considered, a broken link (that one is going to be a pain). You will understand it better by looking at the structure of it. You can also suggest new sections if you give it a proper thought and ease me the work a bit. I will say this again, while I accept all sorts of contributions/criticisms, what helps me the most at this final phase are specific contributions/criticisms.
VERY IMPORTANT: This book is BIG and it uses an academic language and format that can make it very tedious/boring. However, it has also a structure that allows for it to be read at any pace and starting from any section. Do not try to read it as a linear book, just go through the section titles and read whichever picks your attention. Also, the subject of analysis is NOT the whole medium of video games, it is strongly suggested to read the introductory chapter or, at least, section Guide to the Compendium before contributing.
I leave here the index and links to the original presentation:
Original Presentation
Rules to the Peer Review+
Full Work
The Sins of the Industry
Title
Introduction
Chapter 1: Violence Resolves Everything
Chapter 2: Boys Club
Chapter 3: The Played Player
Chapter 4: Walking Wallets
Chapter 5: “It's a Business, duh!”
Chapter 6: Creativity Crisis
Chapter 7: Loudspeakers
2013, a Small Review
Final Conclusions
Epilogue
Glossary
Hope you enjoy it and thanks for your collaboration.
EDIT: The mail sinsoftheindustry@gmail.com can be used too to contact me for anything related to this project.
More than a year ago I presented here the project called "The Sins of the Industry", a project self-defined as "A Pretend Marxist Analysis of the Industry and Medium of Video Games". It is been such a long project that I get tired simply by trying to explain what it is all about, but let us do this again (you can also read the introductory chapter for a longer explanation).
The Sins of the Industry is a book in the form of an extremely comprehensive compendium of all the wrong-doings of the industry of video games in the last console generation accompanied by an overarching analysis of these from an amateurish Marxist point of view. It deals with topics such as violence, sexism, DRM, gamification, marketing, work exploitation, copyright and many others, and encompasses them all in an analysis of why the industry does what it does and how it affects the medium and everyone involved.
The book has been presented at mobygames.com with every finished chapter released for a peer review and, at this point, it only lacks the "Final Conclusions" chapter. It is about to go gold in a few weeks, so I am showing here, on a bigger forum, to see what a bigger audience can tell me about it. More than a general impression of it, which is also welcomed, what would help me the most are specific corrections, additions, criticisms, et cetera. An example I have missed, an example I have given wrong, an argumentation you consider flawed, a point of view I have not considered, a broken link (that one is going to be a pain). You will understand it better by looking at the structure of it. You can also suggest new sections if you give it a proper thought and ease me the work a bit. I will say this again, while I accept all sorts of contributions/criticisms, what helps me the most at this final phase are specific contributions/criticisms.
VERY IMPORTANT: This book is BIG and it uses an academic language and format that can make it very tedious/boring. However, it has also a structure that allows for it to be read at any pace and starting from any section. Do not try to read it as a linear book, just go through the section titles and read whichever picks your attention. Also, the subject of analysis is NOT the whole medium of video games, it is strongly suggested to read the introductory chapter or, at least, section Guide to the Compendium before contributing.
I leave here the index and links to the original presentation:
Original Presentation
Rules to the Peer Review+
Full Work
The Sins of the Industry
Title
Introduction
Chapter 1: Violence Resolves Everything
Chapter 2: Boys Club
Chapter 3: The Played Player
Chapter 4: Walking Wallets
Chapter 5: “It's a Business, duh!”
Chapter 6: Creativity Crisis
Chapter 7: Loudspeakers
2013, a Small Review
Final Conclusions
Epilogue
Glossary
Hope you enjoy it and thanks for your collaboration.
EDIT: The mail sinsoftheindustry@gmail.com can be used too to contact me for anything related to this project.
Post edited March 31, 2014 by MichaelPalin