The chapter draws on research that situates development studios – games and visual effects (VFX) – in the global value chain, concerned with issues of control and value capture faced by small and medium-sized producers of digital entertainment products. In the context of the relevant industries, it shows how mainstream global value chain (GVC) perspectives are unable to deal with asymmetric power relations between capitals and between capital and labour. A preliminary model of value and power dynamics is developed that goes beyond complexity of information exchange, codifiability and competence of the supplier base (cf. Gereffi et al., 2005), in part by incorporating labour power – value inputs, agency and impacts – more fully into the framework. The chapter is, therefore, a contribution both to developing less workplace-centric versions of labour process theory and exploring it compatibility with value chain models that have a more radical intent restored.
|Title of host publication||Putting Labour in its Place|
|Subtitle of host publication||Labour Process Analysis and Global Value Chains|
|Editors||Kirsty Newsome, Phil Taylor, Jennifer Bair, Al Rainnie|
|Place of Publication||Houndmills, Basingstoke|
|Publication status||Accepted/In press - Mar 2015|
|Name||Critical Perspectives on Work and Employment|
- games and visual effects
- global value chain
- power relations and dynamics
- value chain models
- digital entertainment products
Thompson, P., Parker, R., & Cox, S. (Accepted/In press). The digital entertainment industries and beyond. In K. Newsome, P. Taylor, J. Bair, & A. Rainnie (Eds.), Putting Labour in its Place : Labour Process Analysis and Global Value Chains (Critical Perspectives on Work and Employment). Houndmills, Basingstoke.