One of the competing titles I considered early on for this book was "The Deluxe Suite on the Titanic: Precarious Playbor in the Digital Game Industry." Clunky, without a doubt, but James Cameron's historical drama has a lot in common with labor practices in the video game industry. The idea of using the Titanic as a metaphor for precarious labor in the video game industry goes back to a team meeting at Studio Desire, the ethnographic setting for this book.Almost all Desire employees attended this meeting, which was held just a couple of months after the studio's major franchise had broken a sales rec ord. Gathering in a historical building within walking distance of the studio, Desire's developers were jubilant. They were thrilled by what they had accomplished. Still, the developers were not quite able to enjoy the moment since their parent company was not financially thriving. The meeting was or ga nized to discuss this issue with representatives from Desire's parent com pany, the publicly traded Digital Creatives, which was going through a "rebuilding pro cess." 1 The representatives were on a tour to communicate their restructuring plans to the studios they owned; their first stop was Desire, the flagship studio of Digital Creatives.The meeting started with Power Point pre sen ta tions about Desire's recordbreaking franchise and its international success. The audience was delighted. They loudly cheered. Years of labor had paid off, financially and emotionally. Desire had fi nally established itself as a voice in the competitive triple-A game market. 2 The joy in the room, however, was displaced by a relatively low-spirited atmosphere when the discussion moved from Desire's promising numbers to the not-so-bright financial condition of Digital Creatives. The representatives