- Email: email@example.com
- Thesis title: Qualitative Inquiry about the Construction of Polish Videogame Practitioners’ Occupational Identities
Videogames have emerged as a by-product of computing research and developed from a small basement production of computer enthusiasts into one of the largest entertainment industries whose economic and cultural impact has been widely debated. Videogames, as young medium, are still developing toward different approaches to its content, distribution and development. Although videogames have been acknowledged as a part of the contemporary media landscape, the work of videogame practitioners is rarely debated subject. Videogame labour has evolved along with videogames and present an interesting example of contemporary media production in which the work of software engineers, designers and artists intersect.
In my research I want to investigate the construction of Polish videogame practitioners’ occupational identities. To investigate the occupational identities of videogame practitioners is to research the tensions between the structure and agency underpinned by a broader socio-cultural context from which the industry emerged and in which it exists nowadays and by a personal understanding of the occupations created and negotiated by videogame practitioners.
The investigation of labour in the videogame industry can contribute to the knowledge about videogame production but also to the theories about cultural labour. As most of research about videogame production refer to the investigation of videogame labour in Western countries, research about the Polish videogame industry, which has developed under the different economic and political environments as well as cultural influences, can potentially contribute to our knowledge about cultural labour in post-communist countries.