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The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
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The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
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The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry

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The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry
Journal Article

The Capacity for Mobilizatioin in Project-Based Cultural Work: A Case of the Video Game Industry

2015
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Overview
Though dissatisfied with some management practices and working conditions, like most high-tech knowledge workers, videogame developers remain reluctant towards unionization. This article examines the factors of collective action among developers as an example, using data gathered from an international survey and interviews. We conclude that developers meet some conditions conducive to collective action but face many obstacles as well, both to collective action and to unionization proper. This does not lead us to share the belief of a decline in collective action, but rather raises the issue of conflating union action and collective action. Our study reveals how unsuited the general North American trade union system is to their situation, as it is to project-based environments and knowledge workers in general.