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Sim*Sweatshop

followthethings.com
Sport & Fitness

Sim*Sweatshop
An online video game by Jonny Norridge (concept and game programming) & Gavin Courtney (back end development) for NOW Nottingham and The Arts Council UK.
Gameplay video by WahWahQueenMew embedded above. Available to play free of charge on the Sim*Sweatshop website here (Adobe Flash needed).

Designer Jonny Norridge creates a game to simulate the experience of the shoe factory work that he’s been reading about. You slide shoe panels into place with your mouse. It ‘pings’ when one’s made. Then you make the next one. The clock ticks. Your energy levels fall. Your pay is terrible. It’s not enough to buy the food that you and your family need. You are interrupted by your boss talking about targets. He doesn’t like it when you want to join a union. It’s a simple, repetitive game that you – as a factory worker – can’t win. The idea is to put gamers in the shoes of the people who make the things that they buy. For them, there’s a familiar task sequence and reward structure. But this is real. It’s kind of fun to play, but also sucks. It’s the kind of game that’s given to school students as a quick and vivid way to explain sweatshop production. If they hate it, the lesson has worked. For those who want to know more, its website suggests further reading. There are other examples of trade justice activism in which consumers go to work in the factories and farms where their things are made (see, for example, the TV series Blood, Sweat & Takeaways on our site here). With these, you’re invited to empathise with someone supposedly like you – the contestants are often pitched ‘as typical’ consumers – trying to do that work. In this game, you’re all doing it yourself. So how effectively can a game-based simulation of factory work can be? What can it convey of the poverty and working conditions of show factory workers? It turn out that the answer is ‘a lot’. Sim*Sweatshop catches on. German and Hungarian versions are created, and it becomes part of other mainstream anti-sweatshop campaigns. But are young consumers the ones responsible for these sweatshop conditions? Should company executives, investors and politicians be playing this game too?

Page reference: Declan Coakley, Jack Johnson, Josh Li, Georgie Mitchell, Jack Saxton & Tom Weake (2024) Pipe Trouble. followthethings.com/sim-sweatshop.shtml (last accessed <insert date here>)

Estimated reading time: 25 minutes.

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Gold Farmers

followthethings.com
Money & Finance

Gold Farmers
A documentary film written & directed by Ge Jin
Trailer embedded above. Search here for the whole film (sometimes uploaded in parts) online.

Travelling between China and USA, filmmaker Ge Jin talks to men who play Massive Multiplayer Online Role Playing Games (MMORPGs) like ‘World of Warcraft’ and ‘Lineage’. Its players in the USA sometimes exchange real dollars for the game’s online currency in order to pay for extra game features like swords or amulets. They could earn online currency themselves in-game but, instead, talk about buying it. But that currency is produced and sold by Chinese men who play the same games all day in ‘gold farms’ to make a meagre living. Their places of work are described as ‘virtual sweatshops’ where they earn and sell virtual money through the labour of online game-play. But – unlike most – these producers and consumers meet and interact (albeit online, in the games that they play). They inhabit in the same online worlds, but as consumers and workers, buyers and sellers. This documentary film is an early example of ‘follow the thing’ activism focused on a digital commodity. So what do these players imagine and know about one another? How is one’s enjoyable leisure time activity affecting another’s full time work?

Page reference: Jack Parkin (2012) Gold Farmers (taster). followthethings.com/gold-farmers.shtml (last accessed <insert date here>)

Estimated reading time: 11 minutes.

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Phone Story

followthethings.com
Electronics

Phone Story
An iPhone, iPod Touch & iPad game created by Paolo Pedercini & Michael Pineschi for Molleindustria in partnership with the Yes Lab.
Banned from the App Store. Google Play archived page here. Play online here. Game website here.

Imagine you’re on Apple’s App Store looking for a new game to play on your iPhone or iPad in September 2011. You see one called Phone Story. Its levels show how your iPhone or iPad were made. The rare metals that make them work so quickly – like Coltan – are extracted from the soil in the Democratic Republic of The Congo by children. The devices are made in a factory in China where the regime is so relentless that workers jump to their deaths from the roof. When a new model comes out, people queue for days and it seems they would run across a busy highway to get to the store before someone else. And then there’s all the e-waste that is generated when the phones that are replaced get thrown away. So, how do you progress through the levels? You’re a soldier who has to bash kids on the back of the head if their Coltan-digging slows. You’re ambulance crew trying to catch workers trying to jump to their deaths from the factory roof. You get the picture. This ‘first anti-iPhone iPhone game’ is hilariously cruel, tasteless, offensive, meta. But it’s 100% based on what’s happening in Apple’s supply chain right now. And what’s more offensive: the game or what it depicts? 901 people pay 99cents and download it. But it’s only available for 4 days, before Apple remove it. People speculate. How on earth did it get there in the first place? And what does its removal mean for free speech? Phone Story went viral as the ‘game Apple didn’t want you to play’. But, you could still play it on your Android phone or computer. You can still do the latter, here. How well would you want to do? What does it mean to get a high score?

Page reference: Eeva Kemppainen, Charlotte Edwards, Toby Bain, Wilhelm Wrede, Sophie Biddulph & Jamie Hall (2012) Phone Story. followthethings.com/phonestory.shtml (last accessed <insert date here>)

Estimated reading time: 46 minutes.

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Pipe Trouble

followthethings.com
Home & Auto

Pipe Trouble
A tablet video game by Alex Jansen in partnership with Jim Munrow for Pop Sandbox.
Gameplay video embedded above. No longer available from the iTunes Store

A documentary about laying gas pipelines across Canada is made for TV. To complement it, a computer game is commissioned. It’s based on the documentary’s research and the Pipe Mania game that came free with every copy of Windows 3.1. Your task? To lay a pipe from one side of the screen to the other. To keep your boss & local farmers happy. To make money. To get bombed by ‘ecoterrorists’. Critics said a video game that could be used to train eco-terrorists was sick. But had they played the game?

Page reference: Jenny Hart (2018) Pipe Trouble. http://followthethings.com/pipe-trouble.shtml (last accessed <insert date here>)

Estimated reading time: 27 minutes.

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