The Corporate Sociotechnical Imaginary of Cloud Game Streaming
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University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2019-08-16 “One Place for All the Ways We Play”: The Corporate Sociotechnical Imaginary of Cloud Game Streaming Willett, Sean R. M. Willett, S. R. M. (2019). “One Place for All the Ways We Play”: The Corporate Sociotechnical Imaginary of Cloud Game Streaming (Unpublished master's thesis). University of Calgary, Calgary, AB. http://hdl.handle.net/1880/110744 master thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY “One Place for All the Ways We Play”: The Corporate Sociotechnical Imaginary of Cloud Game Streaming by Sean RM Willett A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS GRADUATE PROGRAM IN COMMUNICATION, MEDIA, AND FILM CALGARY, ALBERTA AUGUST, 2019 © Sean RM Willett 2019 Abstract Labeled ‘the future of gaming’ by platform owners and members of the enthusiast press, cloud game streaming is an emerging technology that is drawing investment from companies such as Google, Amazon, and Microsoft. While cloud gaming would benefit these companies by giving them more control over their platforms, the technology has a vulnerability to infrastructure failure that is absent in traditional methods of playing digital games. This thesis uses the concept of the corporate sociotechnical imaginary — a co-produced ordering of social life that ties an emancipatory vision of the future to a corporate product or service — in order to understand the way platform owners are attempting to transcend that vulnerability to infrastructural failure and position cloud gaming within the cultural hegemony. This is done by conducting close readings of press conferences made by three platform owners with cloud gaming services (OnLive, Nvidia, and Google) along with articles written by members of the enthusiast press. The corporate sociotechnical imaginary surrounding cloud streaming services associates this technology with a future where playing digital games is more convenient, more financially accessible, and free of platform-based restrictions — without any sacrifices to the authenticity of the gameplay experience. By contextualizing this imaginary within a political economic framework, this thesis argues this sociotechnical imaginary is being used to obfuscate the economic and infrastructural consequences of cloud gaming, and calls for scholars to imagine alternate futures for the digital game industry. i Preface This thesis is the original, independent work of the author, S. Willett. Portions of the Theory chapter have been separately published as S. Willett, “When Infrastructure Becomes Failure: A material analysis of the limitations of cloud gaming services.” Culture Machine, vol. 18. The remainder of this thesis is unpublished work. ii Acknowledgements I would like to thank my supervisor, Dr. Mél Hogan, for encouraging me to start this journey and for helping me see it through to the end. I would like to thank Kate for keeping me going, even when I wanted to stop. And I would like to thank my family, who gave me the courage to face the future without fear. iii Table of Contents Abstract .......................................................................................................................................................... i Preface ........................................................................................................................................................... ii Acknowledgements ...................................................................................................................................... iii Table of Contents ......................................................................................................................................... iv Introduction ................................................................................................................................................... 1 Literature Review ........................................................................................................................................ 10 Introduction ............................................................................................................................................. 10 Critical Media Infrastructure Studies ...................................................................................................... 13 Digital Games Studies ............................................................................................................................. 18 The Media Infrastructure of Digital Games ............................................................................................ 20 Political Economy ................................................................................................................................... 23 Conclusion .............................................................................................................................................. 29 Theory ......................................................................................................................................................... 31 Introduction ............................................................................................................................................. 31 Part One: The Wrong Kind of Failure .................................................................................................... 32 Infrastructural Failure ............................................................................................................................. 33 Generative Failure ................................................................................................................................... 37 The Future of Cloud Gaming .................................................................................................................. 41 Part Two: Why Cloud Gaming? .............................................................................................................. 44 Project of Control .................................................................................................................................... 46 A New Data Frontier ............................................................................................................................... 51 Conclusion .............................................................................................................................................. 54 Methodology ............................................................................................................................................... 56 Introduction ............................................................................................................................................. 56 The Sociotechnical Imaginary ................................................................................................................ 57 The [Corporate] Sociotechnical Imaginary ............................................................................................. 61 Why the Imaginary? ................................................................................................................................ 65 Methods ................................................................................................................................................... 71 Conclusion .............................................................................................................................................. 75 iv Analysis and Discussion ............................................................................................................................. 77 Introduction ............................................................................................................................................. 77 The Imaginary of Game Streaming ......................................................................................................... 78 The Imaginary is a [Co-constructed] Lie ................................................................................................ 85 The Purpose of the Imaginary ................................................................................................................. 93 Conclusion .............................................................................................................................................. 97 Conclusion .................................................................................................................................................. 99 Work Cited ................................................................................................................................................ 104 Bibliography .......................................................................................................................................... 104 Ludography ........................................................................................................................................... 112 Materials