“…Drawing on Stuart Hall’s (1977) understanding of materiality in cultural communication, we argue that the dimension of materiality in Aarseth and Calleja’s (2015) model needs to be expanded to also include wider contexts of political economy, business models, labour conditions in the games industry in relation to both software development, use, and hardware production (Kline et al, 2003; Kerr, 2017; Sotamaa & Švelch, 2021; Tulloch & Johnson, 2022; Hammar & Pötzsch, 2022). In such an extended understanding of materiality, issues such as working conditions for developers and manufacturers, data security for users and players, energy and resources required for production and play, e-waste disposal, pace of obsolescence, as well as the growing environmental footprints of server centers and streaming services move center stage.…”