I want to be very careful about how I approach this subject. I do not claim to speak for videogame production writ large, nor do I want to. I am concerned with forming a body of knowledge around certain exploitative practices which occur in much of the videogame industry – an industry to which unfortunately few game scholars have ready access. Like the historical development of television, radio, and film, videogame production is experiencing growing pains that need to be addressed if the conditions are ever going to change. This article utilizes the analogy of the ‘shack’ as developed by Bachelard (1964) and Robertson (2011) to understand one of the struggles that prospective and early-career videogame developers often experience: being recruited for their passion (Kerr and Kelleher, 2015; Bulut, 2014 and 2015; Johnson, 2013a, 2013b, 2019), then having that passion used against them. In other words, appealing to the ‘passion’ of employees allows for exploitative working conditions and work culture, all under the auspices of someday “making it” in videogames (O’Donnell, 2014, 153). Continue Reading →