Chapter 15: Redefining Creative Labor – East Asian Comparisons
- Page ID
- 175235
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- 15.1: Introduction
- Introduction to the goal of this chapter: to investigate the values and attitudes of workers in game-related companies in Asia, and how they diverge from the traditional Western model of creativity.
- 15.2: Problematizing Creativity
- Problematizing the model of the "creative class", developed in the 1990s from analysis of American creatives. Considering how varying socio-political contexts of creative industries result in different conceptions of creativity.
- 15.3: Subcontracting and Subcontracted Creativity
- Forming a framework for cultural labor in globalized creative industries that considers how such labor in developing countries is often subcontracted from and subordinated to these global industries.
- 15.4: Three Major Production Regions in Asia
- A brief overview of the historical and modern status of the games industry of three regions of Asia—Southeast Asia, Korea, and China—in relation to the global games industry.
- 15.5: Modes of Creative Labor
- Developing a framework for analyzing globalized labor in creative industries, including subcontracted labor, with two major axes: creative dependence and tolerance for creativity.
- 15.6: Three Modes of Cultural Labor
- Analyzing the cultures of the game industries in the three major Asian production locales, to identify the dominant mode of cultural labor in each: progressive artists in Korea, skilled enthusiasts in Southeast Asia, and contented bourgeois in China.
- 15.7: Conclusion – Creative Industries With or Without Creativity
- Summary of the ways in which creativity is a relative concept, with reasons from globalized economic hierarchies to internal national ideologies.