scispace - formally typeset
Open AccessJournal ArticleDOI

Is computer gaming a craft? Prehension,* practice, and puzzle-solving in gaming labour

Tom Brock, +1 more
- 03 May 2018 - 
- Vol. 21, Iss: 9, pp 1219-1233
Reads0
Chats0
TLDR
In this article, the authors apply sociological theories of "craft" to computer gaming practices to conceptualise the relationship between play, games and labour, using the game Dota 2, as both a competitive esport title and a complex game based around a shared practice.
Abstract
This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.

read more

Content maybe subject to copyright    Report

Brock, TGJ and Fraser, E (2018) Is Computer Gaming a Craft? Prehension,
Practice and Puzzle-Solving in Gaming Labour. Information, Communication
and Society, 21 (9). pp. 1219-1233. ISSN 1369-118X
Downloaded from:
https://e-space.mmu.ac.uk/620399/
Version: Accepted Version
Publisher: Taylor & Francis (Routledge)
DOI: https://doi.org/10.1080/1369118X.2018.1468920
Please cite the published version
https://e-space.mmu.ac.uk

Is Computer Gaming a Craft? Prehension, Practice and Puzzle-Solving in Gaming La-
bour
Tom Brock
Department of Sociology, Manchester Metropolitan University, Manchester, UK
Emma Fraser
Department of Sociology, Manchester Metropolitan University, Manchester, UK
Corresponding Author:
Dr Tom Brock
GM413 Geoffrey Manton Building, Oxford Rd
Manchester, UK, M15 6BH
t.brock@mmu.ac.uk

1
Is Computer Gaming a Craft? Prehension,
1
Practice and Puzzle-Solving in Gaming La-
bour
Abstract
This article applies sociological theories of craft to computer gaming practices to conceptu-
alise the relationship between play, games and labour. Using the example of the game Dota
2, as both a competitive esport title and a complex game based around a shared practice, this
article examines the conditions under which the play of a computer game can be considered a
craft. In particular, through the concept of prehension, we dissect the gameplay activity of
Dota 2, identifying similarities with how the hand practices craft labour. We identify these
practices as contact, apprehension, language acquisition and reflection. We argue that
players develop these practices of the hand to make sense of the games rules and controls.
From this perspective, it is the hand that initiates experiences of craft within computer game-
play, and we offer examples of player creativity and experimentation to evidence its labour.
The article concludes with a discussion on the need for future research to examine the quality
of gaming labour in the context of esports.
Keywords: Play, Games, Craft, Labour, Sociology.
1
Sennett, R. The Craftsman. p.153-155

2
Introduction
Craftsmanship may suggest a way of life that waned with the advent of industrial society
- but this is misleading. Craftsmanship names an enduring, basic impulse, the desire to
a job well for its own sake (Sennett, 2008, p. 9).
Richard Sennetts seminal work, The Craftsman, develops the argument that qualities
of craftsmanship cut far wider than what is traditionally conceived as skilled manual labour.
He argues that aspects of craft can be found in all walks of life, from computer programming,
to nursing, artistry, parenting, and citizenship. In all these domains, argues Sennett (2008,
p. 9), craftsmanship focuses on objective standards, on the thing in itself, and it is this aspi-
ration for quality that he highlights as evidence of truly rewarding work: that sense of excel-
lence, pride, but also competitive pressure and frustration, that comes from doing good
work. This article considers whether Sennetts (and others) analysis of craft is relevant to
examining player motivation and what, if any, overlap exists between the act of computer
gaming and the experience of craft labour. In particular, it seeks to challenge the claim that
gaming is a distraction from reality (Crawford, 2015) by bringing the rewarding aspects of
skilled handwork (Tallis, 2003) into an analysis of gameplay practices. As such, the paper in-
tends to add to our understanding of the relationship between work and play in the twentieth-
first century by arguing that computer games offer a viable source of craft-like experiences.
In order to dissect these ideas, much of the following presents a close study of the
game Defence of the Ancients 2 (Dota 2), which links examples of computer gameplay to key
aspects of craft and work found within Sennetts discussion of the hand. It is important to
note that this approach may not apply to all computer games in a uniform way as computer
games are exceptionally diverse. Rather, this article seeks to address the claim that games are
meaningless distractions by initiating a discussion about the labour practices that go into
playing games well.
To begin, it is necessary to detail some of the key conceptual points that underwrite
the philosophical position of this article. Following Sennett (2008, p. 269-286), we intend to
argue that there is a lot of common ground between those practices found at work and play.
For example, citing the play theorist Friedrich von Schiller, Sennett argues that play teaches
us some of the earliest attitudes needed for good work. It was a playful attitude, Schiller be-
lieved, which helped humans to develop a sense of discovery and creativity alongside rigor-
ous and repetitive working practices. Sennett (2008, p. 269-271) adopts Schillers perspective
to argue that play, in fact, inaugurates craftsmanship, and gives the example of children play-
ing with blocks to show that play is critical in establishing our cognitive development to-
wards skilled working practices. For instance he suggests that children, in learning to negoti-
ate the rules of play, and the material limitations of its objects, establish the very rhythms of
repetition needed for skilled labour; they learn how to create a stable tower through practice
and analytical judgment of the height and weight distribution of each block. Thus, by grasp-
ing, touching, and creatively positioning toy blocks, children produce a viable object by the
rules of geometry. Here, Sennett makes an important claim: children must use their senses to
initiate an understanding of the rules by which objects operate, such that, within this process,
an enduring impulse towards quality work (craft) emerges.

3
It is surprising that, despite this deep connection between work and play, research con-
tinues to problematise computer gaming as a distraction from reality. The theme of distrac-
tion has been at the heart of games research for decades (Gunter, 1998, Rigby and Ryan,
2011) and typically suggests that players use games to withdraw from reality, albeit mo-
mentarily, by developing a sense of mastery or control over the machine (Grodal, 2000). In
this regard, Matthew Crawford (2015) is a particularly vocal critic, suggesting that computer
games are designed to facilitate repetitive, rhythmic and routine experiences that distract
players into a passive state of absorbed automaticity. He writes,
You are neither learning something about the world, as the blind man does with his
cane, nor acquiring something that could properly be called a skill. Rather, you are
acting within the perception-action circuits encoded in the narrow affordances of the
game, learned in a few trials. This is a kind of autistic pseudo-action, based on exact
repetition, and the feeling of efficacy that it offers evidently holds great appeal. (pp.
90-91).
In Crawfords view, what makes gaming a distraction is that it requires minimal input from
players, in the form of repetitive button-pressing actions, which deliver satisfying experiences
of control through reliably produced effects. He holds this position out as something qualita-
tively different from craft labour, and argues that the experiences that typically accompany
woodworking or automobile repair cannot be reproduced through games. Indeed, it is sug-
gested that the predesigned or rule-bound nature of computer games forecloses on the possi-
bility of craft-like experiences; a position that is echoed by David Gauntlett (2011, p. 174)
who suggests that games are more-or-less closed worlds which do not enable the users to
make their mark on the system.
We will argue that, in adopting Sennett (and others) to analyse gaming labour, we can
begin to challenge this reasoning, and present an example which shows that gameplay is not
qualitatively different from craft labour. Rather, it recognises that players have to establish
technical skill to negotiate the increasingly demanding, complex puzzles that contemporary
computer games offer. Assumptions about distraction tend to overlook the role of the gam-
ing interface as a mediator of human agency, skill, and thought processes (Eichner, 2014, p.
170), as well as the embodied subjectivities (Farro et al, 2012) that follow from gameplay.
For instance, we can understand the complexity of games through what Clark calls body-
and-world-involving cycles, in which activities like putting pen to paper reveal a loop be-
tween embodied human experience, agency, and subjectivity, via our interactions with the
physical machinery of the world (2008, pp. xxv-xxvi). Rather than empty clicks or taps, the
engagement with the keyboard, which plugs into the gaming interface, can thus be under-
stood as extending the machinery of mind out into the world (Clarke, 2008, pp. xxv-xxvi).
This can be related to Callejas assertion that kinaesthetic encounters with games, and the
mastery of the controls, relate closely to the agency afforded by the game itself (2011, p. 11
and pp. 55-59). In other words, as we will discuss, the embodied encounter with a game is not
always a distraction or escape for the automaton, so much as the thoughtful and engaged
practice of a craftsperson.

Citations
More filters
Journal ArticleDOI

Human MotivationThe Mind in Action: A Study of Motives and Values. A. Campbell Garnett

TL;DR: In this paper, the Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation, which is reinforced by social pressures and by religion, treating as an effort of finite man to live in harmony with the infinite reality.

Supersizing The Mind Embodiment Action And Cognitive Extension Andy Clark

Andy Clark, +1 more
TL;DR: In this article, the authors supersizing the mind embodiment action and cognitive extension andy clark PDF mind as action PDF mind series pdf PDF mind action series grade 11 PDF PDF Mind Action series grade 12 textbook PDF mind Action series physical science pdf PDF Mind action series mathematics grade 10 pdf PDFMind Action series ncaps answer PDF mind act series life sciences ncaps nc answer PDFMind action series physical sciences nc answers PDF mind actionseries life sciences life sciences Nc answer pdf mind action-series life sciences and physical sciences grade 11 pdf PDF pdf mind act-series physical science
Journal Article

Raising the Stakes: E-Sports and the Professionalization of Computer Gaming

TL;DR: Taylor as discussed by the authors examines the ups and downs of a slowly emerging industry, e-sports (electronic sports), which aims to turn real-time video game competition into the next major professional sport-complete with franchises, broadcast tournaments, superstar players, and mogul team and league managers.
Journal ArticleDOI

The Hand: a Philosophical Inquiry into Human Being:

TL;DR: Professor Tallis sets out to show how there can be nothing exceptional about humanity, and draws attention to the remarkable specifications that allow the hand to encompass the two contradictory functions of being both an instrument of great power and yet at the same time one of breathtaking precision.
Journal ArticleDOI

Taking College Esports Seriously

TL;DR: This study examined how collegiate esports players conceptualized their own competitive gameplay as situated between work and play, and the findings are in accord with Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization.
References
More filters
Book

Creativity: Flow and the Psychology of Discovery and Invention

TL;DR: Csikszentmihalyi as mentioned in this paper used 100 interviews with exceptional people, from biologists and physicists to politicians and business leaders, poets and artists, as well as his 30 years of research on the subject to explore the creative process.
Journal ArticleDOI

Human MotivationThe Mind in Action: A Study of Motives and Values. A. Campbell Garnett

TL;DR: In this paper, the Shand-McDougall concept of sentiment is taken over and used in the explanation of moral motivation, which is reinforced by social pressures and by religion, treating as an effort of finite man to live in harmony with the infinite reality.
Book

Man, Play and Games

TL;DR: Man, Play and Games as mentioned in this paper is a companion volume to Caillois's Man and the Sacred, which defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.
Book

Half-Real: Video Games between Real Rules and Fictional Worlds

Jesper Juul
TL;DR: In this paper, the authors argue that a video game is half-real: we play by real rules while imagining a fictional world, and we win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game.
BookDOI

Media entertainment: The psychology of its appeal.

TL;DR: In this article, Zillmann and Vorderer discuss the coming of media entertainment and discuss the themes of violence, Mayhem, and Horror in movies and TV shows, and discuss their personal likes and dislikes of entertainment programs.
Frequently Asked Questions (13)
Q1. What are the contributions in "Is computer gaming a craft? prehension, practice and puzzle-solving in gaming la- bour" ?

This article applies sociological theories of ‘ craft ’ to computer gaming practices to conceptualise the relationship between play, games and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘ craft ’. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports. 

Tallis (2003) argues that reflection is a critical part of understanding how the hand learns from its mistakes: it is a process of continuous feedback and fact-checking. 

How the hand makes contact with the controls, apprehends rules, communicates with others and initiates reflection, is evidence of the craft that follows gaming on a computer. 

show that many games fall within the class of NP-hardness because there are so many variables, clauses and checks that must be completed if a certain state is to be reached. 

Sennett was critical of the way that market-driven value turns the focus of craft ‘inwards’ towards obsession, comparison and competition. 

Skilled jukers will act in unforeseen and creative ways: moving, as if erratically, whilst tactically destroying trees to try and open up new lines-of-sight, or avenues of escape from their opponent. 

A low GPM or a poor KDA (more deaths than kills/assists, for example) is evidence of a novice player: someone who needs to practice last-hit timings, or better coordinate and communicate their ganks. 

The player initiating the gank manipulates the mouse to point to the enemy’s position in order to move closer to that location, pointing again to the enemy on-screen to perform their attack moves. 

For Caillois, even in competitive games (‘agon’) with strict ludic boundaries, there is almost an ‘indefinite’ depth of playful variation. 

Korn (2013, p. 50) suggests that theprocess of discovering or being discovered anchors creative experiences, specifically through “thinking with things”: the way in which humans witness the immediate effect(s) of their ideas on the world and how they implement them incrementally. 

he argues that flow states characterise the creativity of craft practices, unifying hand, mind and imagination through “exercising one’s innate human capabilities productively and powerfully” (2013 p. 57). 

Aloupis et al. (2014) show that classic Nin-tendo games, like Super Mario Bros., or the Legend of Zelda, belong to a class of mathematical problems known as ‘NP-hard’. 

From this position, the pointer can also access the middle mouse or ‘scroll’ button, and the right thumb can access two additional buttons (typical of modern gaming setups).