Superhumanity - Chin Jungkwon - Play and Labor

Play and Labor

Chin Jungkwon

Arc_SH_CJ_1

Illustration of a magic circle from Francis Barrett's The Magus, 1801.

Superhumanity
February 2018










Notes
1

M. J. Nelson, “Soviet and American Precursors to the Gamification of Work,” Proceedings of the 16th International Academic MindTrek Conference (2012), 23–26.

2

Nick Yee, “The Labor of Fun: How Video Games Blur The Boundaries of Work and Play,” Games and Culture 1 (2006): 68–71.

3

Chin Jungkwon, “Phenomenology of Personal Broadcasting. Cultural Science,” 문화과학 55 (Fall 2008).

4

Julian Dibbell, “The Chinese Game Room: Play, Productivity and Computing at their Limits,” Artifact 2, no. 2 (2009): 82–87.

5

Roger Caillois, Man, Play and Games, trans. Meyer Barash (Champaign, IL: University of Illinois Press, 1961).

6

Celia Pearce, “Productive Play: Game Culture From the Bottom Up,” Games and Culture 1, no. 1 (January 2006): 17–24.

7

Julian Kücklich, “Precarious Playbour: Modders and the Digital Games Industry,” The Fibreculture Journal 5 (2005).

8

Tiziana Terranova, “Free Labor: Producing Culture for the Digital Economy,” Social Text 63 (Summer 2000): 33–58.

Superhumanity: Post-Labor, Psychopathology, Plasticity is a collaboration between the National Museum of Modern and Contemporary Art, Korea and e-flux Architecture.