期刊文献+

平台资本主义对非物质劳动的剥削机制探析——以网络游戏平台为叙事始点 被引量:1

The exploitative mechanism of immaterial labor in platform capitalism——An analysis based on online game platform
下载PDF
导出
摘要 平台资本主义作为资本与技术相耦合所衍生的新发展模式,在游戏产业日益全球化的过程中逐渐深化为对人的非物质劳动进行闭环式剥削。以网络游戏平台为分析的逻辑始点,可发现形成这种剥削机制的根源在于,游戏数据作为生产资料,其并非由劳动者掌控,而是由资本支配与垄断。网络游戏平台先是控制了作为玩劳工的玩家生产游戏数据的时间成本,然后依托视频直播平台构成对其非物质劳动进行剥削的再生产环节,在此基础上,通过数字消费平台形成剥削玩劳工非物质劳动的交往环节。由此,网络游戏平台在对玩劳工的闭环式劳动剥削中完成了游戏资本的增殖。 Platform capitalism,as a new development model derived from the coupling of capital and technology,has gradually deepened into a closed-loop exploitation of human non material labor in the increasingly globalization of gaming industry.Taking online game platforms as the logical starting point for analysis,it can be found that the root cause of this exploitation mechanism lies in the fact that game data,as a means of production,is not controlled by workers,but is controlled and monopolized by capital.The online game platform first controls the time cost of producing game data for players who play as laborers,and then relies on video live streaming platforms to form a reproduction process for exploiting their non material labor.On this basis,through digital consumption platforms,the communication process for exploiting non material labor of players is formed.As a result,online gaming platforms have achieved the proliferation of gaming capital through closed-loop labor exploitation of gaming workers.
作者 黎华楠 LI Huanan(School of Marxism,Nanjing Forestry University,Nanjing 210037,China)
出处 《南京邮电大学学报(社会科学版)》 2023年第4期47-55,共9页 Journal of Nanjing University of Posts and Telecommunications(Social Science Edition)
基金 国家社会科学基金重大项目“马克思主义中国化‘两个结合’及其关系研究”(21&ZD009) 国家社会科学基金重大招标项目“习近平新时代中国特色社会主义思想方法论研究”(20&ZD002)。
关键词 平台资本主义 网络游戏平台 非物质劳动 数据 时间 platform capitalism online game platform non material labor data time
  • 相关文献

参考文献8

二级参考文献17

  • 1王立剑.共享经济平台个体经营者用工关系及社会保障实践困境研究[J].社会保障评论,2021,5(3):12-22. 被引量:32
  • 2高和荣.人工智能时代的社会保障:新挑战与新路径[J].社会保障评论,2021,5(3):3-11. 被引量:12
  • 3Ducheneaut, N. , & Moore, R. J. (2004) . The social side of gaming: A study of interaction patterns in a Massively Multiplayer Online Game, Retrieved 13 March 2007 from http: //delivery. acre. org/10. 1145/1040000/1031667/p360 - ducheneaut, pdf? keyl = 1031667&key2 = 9545225711 &coil = GUIDE&dl = GUIDE&CFID = 15039707&CFTOKEN = 86658230. 被引量:1
  • 4Williams, D. (2006) . Groups and goblins: The social and civic impact of an online game. Journal of Broadcasting & Electronic Media, 50 (4), 651 -670. 被引量:1
  • 5Chen, H. - H. (2007) . What makes MMORPGs fun? An explication of enjoyment, social interaction, and types of garners. Paper presented at the ICA. Retrieved. 被引量:1
  • 6Whang, L. S. - M. , & Chang, G. Y. (2004) . Lifestyles of virtual world residents : Living in the on - line game "Lineage" . Cyberpsychol- ogy & Behavior, 7 ( 5 ), 592 - 600. 被引量:1
  • 7Bagozzi, R. P. , Dholakia, U. M. , & Pearo, L R. K. (2007) . Antecedents and consequences of online social interactions. Media Psychol- ogy, 9, 77 -114. 被引量:1
  • 8Williams, D. , Ducheneaut, N. , Xiong, L. , Zhang, Y. , Yee, N. , & Nickell, E. (2006) . From tree house to barracks: The social life of guilds in World of Warcrafi. Games and Culture, 1 (4), 338 -361. 被引量:1
  • 9iResearch, com. (2006) . The Annual Report of Chinese Online Games. http : // www. Iresearch. com. cn. 被引量:1
  • 10iResearch, com. (2008) . The Annual Report of Chinese Online Games. http : //www. Iresearch. com. cn. 被引量:1

共引文献23

同被引文献24

引证文献1

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部