This article outlines the gamework, a neologism designed to help scholars attend to the various kinds of work involved in computer game development, play and analysis. This work is integral to computer game artifactuality yet tends to be obscured by the aesthetic, narratological, mechanical, and economic aspects of games and gaming. We offer the gamework as a means for theorizing computer games as a form of culture that motivates work as much as (if not more than) play. Specifically, we point to how computer games participate in (1) labor culture; (2) an emergent culture determined by a work/labor/play dialectic; (3) artistic culture; and (4) cultural criticism.
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