Chris J. Young

Chris J. Young
University of Toronto | U of T · UTM Library

PhD

About

17
Publications
3,208
Reads
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139
Citations
Introduction
I am a Librarian and Head, Collections and Digital Scholarship at the University of Toronto Mississauga (UTM) Library. I am also a Sessional Instructor at the Faculty of Information. As a researcher, I contribute primarily to the field of media and communication studies in media industries, digital labour, and app economies. Some of my recent publications have focused on the contested formations of digital game labour and the production of digital games in developer tools like the Unity Editor.
Additional affiliations
November 2017 - December 2018
University of Toronto
Position
  • PostDoc Position
Education
September 2012 - December 2017
University of Toronto
Field of study
  • Media and Communication Studies
September 2010 - August 2012
University of Toronto
Field of study
  • Library and Information Science
September 2008 - August 2009
Queen's University
Field of study
  • History

Publications

Publications (17)
Article
Full-text available
On January 18, Microsoft revealed its $68.7 billion deal to acquire videogame publisher Activision Blizzard. The acquisition was pitched as an investment towards “metaverse platforms” that gaming would play a key role in developing. Journalists speculated about the increasing consolidation of the videogame industry and whether blockbuster franchise...
Article
Full-text available
Based on an ethnography of gamemaking in the Toronto game development scene, I introduce the concept of the everyday gamemaker to reveal how the everyday turn of game production work has transformed the identities of gameworkers. Whereas, previous research has documented the extensive self-exploitation and willingness of creative workers to accept...
Data
These are the presentation slides on the Canadian Game Industry as part of the panel on Game Development Studies.
Conference Paper
Full-text available
The video game industry has grown from manufacturers of coin operated arcade machines in dedicated spaces, to producers of mass media and omnipresent software as “constantly updated media services” (Sotamaa & Svelch, 2021, p. 9). News and financial statements are often dominated by major blockbusters (e.g. Call of Duty series (Activision, 2003 - )...
Article
Full-text available
The notion of scenes has helped frame how particular clusters of cultural activities, practices, and "happenings" simultaneously replicate and transform global practices in specific localities. The study of scenes has aided us in examinations of how geographic and virtual localities create and shape global industries, movements, and genres. In this...
Article
Full-text available
This session covers an introduction to game design and making, and an overview of critical game making and how to use it in pedagogical settings. Participants in the session activity will learn how to explore and reflect critically on topics and issues in their disciplines through the process of game making. Participants will also learn how to use...
Article
Full-text available
The decolonial walkthrough session can be used for a workshop or a class exercise aimed at students and professionals with little to no experience with decolonial theory and digital methods. The instructor for the session should apply the content as appropriate for their discipline and curriculum goals and objectives. Content in this session covers...
Chapter
Full-text available
The production of games using 'free' and accessible all-in-one game engines dominate the market for the development of game products and services. This shift has consequently 'opened' production to what I name everyday game makers, who share multiple professional and leisure-based game making identities, and 'closed' development behind platform gov...
Article
Full-text available
In this paper, we introduce the notion of production platforms by exploring the political economy of the real-time animation platform Unity by Unity Technologies. Contributing to the debate on the ‘platformization of cultural production’ by examining the penetration of Unity’s economic, infrastructural, and governance extensions beyond its platform...
Article
Full-text available
To critically engage with the political economy of platformization, this article builds on the concepts of platform capitalism and platform imperialism to situate platforms within wider historical, economic, and spatial trajectories. To investigate if platformization leads to the geographical redistribution of capital and power, we draw on the Cana...
Article
Full-text available
This commentary discusses the political economy of apps. The authors found that Canadian-made game apps are notably absent in the Canadian App Store. This should be both worrying and surprising, as Canada has a relatively sizable game industry. While policy conversations on digital transformation focus on emerging technology, the authors point towa...
Article
Full-text available
This article introduces a special issue critically investigating contemporary formations of digital game labor, with a focus on the political-economic forces, social inequalities, and technological dynamics mutually shaping these formations. Accounts of game industry practices have been at the forefront of efforts within media studies to document a...
Data
This data set is from the App Imperialism research project conducted by the App Studies Initiative researchers at the University of Toronto. To critically engage with the political economy of platformization, this data set contributes to research on the concepts of platform capitalism and platform imperialism to situate platforms within wider histo...
Article
Full-text available
In this paper, we introduce the notion of app imperialism by exploring the political economy of the Canadian iOS App Store. Building on Dal Yong Jin's concept of "platform imperialism", we argue that US companies dominate global app stores through the systematic acquisition of capital resources. App imperialism marks the outsized economic footprint...
Thesis
Full-text available
This dissertation examines the emergence of everyday gamemakers and their roles in transforming the cultural norms and practices of the global video game industry. Everyday gamemakers are digital game creators who share multiple professional and leisure-based gamemaking identities, including developers, “indies,” modders, user-generated content cre...
Article
Full-text available
Published as part of Routledge Studies in Innovation, Organization and Technology (RIOT!), The Video Game Industry, edited by Peter Zackariasson and Timothy L. Wilson, provides a predominantly technological and economic perspective on the video game industry in North America and Europe. As the title of this book review suggests, the aim of this vol...

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