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This category contains 9 posts

FCJ-029 Dawn of the Organised Networks

Geert Lovink and Ned Rossiter At first glance the concept of “organised networks” appears oxymoronic. In technical terms, all networks are organised. There are founders, administrators, moderators and active members who all take up roles. Think also back to the early work on cybernetics and the “second order” cybernetics of Bateson and others. Networks consist…


FCJ-028 Learning and Insurgency in Creative Organisations

Paul Newfield and Timothy Rayner ‘When capital invests the whole of life, life appears as resistance’. Antonio Negri The concept of the “learning organisation” plays a pivotal role in contemporary management theory and practice.[1] In the idealised view of its advocates, the learning organisation is a mobile, self-deconstructing system, perfectly suited to the unstable environments…


FCJ-027 Speculations on a Marxist theory of the Virtual Revolution

Bob Hodge and Gabriela Coronado Everyone engaging with the theme of this special issue would agree on two premises: the post-Fordist global economy is radically new, with profound impacts on social organization and forms of consciousness; and new information technologies play a major role in this newness. In our article we will not add to…


FCJ-026 Postcard from the Edge: Autobiographical Musings on the Dis/organisations of the Multimedia Industry

Linda Leung This article is a critical reflection on the dot.com boom and the volatile industry, discipline and conditions of labour it has spawned. It offers an autobiographical insight into my past experiences as one of its labourers, as well as my current perspective as an academic responsible for cultivating these industry professionals. Autobiography offers…


FCJ-025 Precarious Playbour: Modders and the Digital Games Industry

Julian Kücklich The digital games industry comprises a significant part of the creative industries, with revenues comparable to the box office intakes of the Hollywood film industry. A recent report published by British market research firm Informa Media values the global games market in 2003 at 33.2 billion US dollars (Thomas, 2004). Loren Shuster notes:…


FCJ-024 A Playful Multitude? Mobilising and Counter-Mobilising Immaterial Game Labour

Greig de Peuter and Nick Dyer-Witheford Putting Play to Work in Games of Empire This article is a preliminary portrait of work in the video and computer game development industry, a sector of creative, cognitive labour that exemplifies the allure of new media work. For millions of young men (and many aging ones, and some…


FCJ-023 On the Life and Deeds of San Precario, Patron Saint of Precarious Workers and Lives

Marcello Tarì and Ilaria Vanni Origins of San Precario Noi siamo la generazione post-socialista, la generazione del dopo guerra fredda, della fine delle burocrazie verticali e del controllo sull’informazione. Siamo un movimento globale e neuropeo, che porta avanti la rivoluzione democratica scaturita dal Sessantotto mondiale e lotta contro la distopia neoliberista oggi al culmine. Siamo…


FCJ-022 From Precarity to Precariousness and Back Again: Labour, Life and Unstable Networks

Brett Neilson and Ned Rossiter In Florian Schneider’s documentary Organizing the Unorganizables (2002), Raj Jayadev of the DE-BUG worker’s collective in Silicon Valley identifies the central problem of temporary labour as one of time. Jayadev recounts the story of ‘Edward’, a staff-writer for the Debug magazine: ‘My Mondays roll into my Tuesdays, and my Tuesdays…


Issue 05 – Precarious Labour

Multitudes, Creative Organisation and the Precarious Condition of New Media Labour Broadly speaking, this issue of Fibreculture Journal is interested in the problem of political organisation as it relates to the overlapping spheres of labour and life within post-Fordist, networked settings. It’s becoming increasingly clear that multiple forms of exclusion and exploitation within the media…