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Social Games and Identity in the Hig...
~
Addison, Michelle.
Social Games and Identity in the Higher Education Workplace = Playing with Gender, Class and Emotion /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Social Games and Identity in the Higher Education Workplace/ by Michelle Addison.
Reminder of title:
Playing with Gender, Class and Emotion /
Author:
Addison, Michelle.
Description:
XI, 222 p.online resource. :
Contained By:
Springer Nature eBook
Subject:
Industrial sociology. -
Online resource:
https://doi.org/10.1057/978-1-137-51803-3
ISBN:
9781137518033
Social Games and Identity in the Higher Education Workplace = Playing with Gender, Class and Emotion /
Addison, Michelle.
Social Games and Identity in the Higher Education Workplace
Playing with Gender, Class and Emotion /[electronic resource] :by Michelle Addison. - 1st ed. 2016. - XI, 222 p.online resource.
Chapter 1. Social Games -- Chapter 2. What is Work in the 21st Century? -- Chapter 3. The Marketization of the Higher Education Workplace -- Chapter 4. Playing Games in the HE Workplace -- Chapter 5. Knowledge and Embodiment of Femininity at Work -- Chapter 6. Knowledge and Embodiment of Class at Work -- Chapter 7. (Not) 'Fitting In' and Emotion Work -- Chapter 8. Concluding Thoughts.
We all play games at work – but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author’s analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.
ISBN: 9781137518033
Standard No.: 10.1057/978-1-137-51803-3doiSubjects--Topical Terms:
579462
Industrial sociology.
LC Class. No.: HD6951-6957
Dewey Class. No.: 306.36
Social Games and Identity in the Higher Education Workplace = Playing with Gender, Class and Emotion /
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Chapter 1. Social Games -- Chapter 2. What is Work in the 21st Century? -- Chapter 3. The Marketization of the Higher Education Workplace -- Chapter 4. Playing Games in the HE Workplace -- Chapter 5. Knowledge and Embodiment of Femininity at Work -- Chapter 6. Knowledge and Embodiment of Class at Work -- Chapter 7. (Not) 'Fitting In' and Emotion Work -- Chapter 8. Concluding Thoughts.
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We all play games at work – but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author’s analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.
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