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.
Acknowledgements
The authors would like to express their thanks to the anonymous reviewers and guest editors who helped clarify the ideas presented in this article.
Disclosure statement
No potential conflict of interest was reported by the authors.
Notes on contributors
Tom Brock is a senior lecturer in Sociology at Manchester Metropolitan University. He holds a doctorate in Sociology from the University of Durham, and has research interests in the areas of work, play, games, and social theory.
Emma Fraser is a research assistant at Manchester Metropolitan University and is a PhD student in Sociology at the University of Manchester. Emma's research interests include urban ruins, video games, visual culture, digital space, and the work of Walter Benjamin.
Notes
* Sennett, R. (2008). The craftsman. New Haven, CT: Yale University Press.