Digital labor in free-to-play games: player as commodity and interaction as labor in MMOGs

被引:0
|
作者
Zhou, Nansong [1 ,2 ]
机构
[1] Dept Media Culture & Commun, New York, NY USA
[2] 39 Greene St 8th Floor, New York, NY 10003 USA
关键词
Digital labor; MMOGs; audience commodity; in-game labor; women's work; WORK; COMMUNITY; GENDER; GOLD;
D O I
10.1080/15295036.2024.2346226
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
As the lines between leisure and work have become increasingly indistinct, gaming has evolved from a purely recreational pastime to a productive endeavor, leading to a shift from players as consumers to players as laborers. Inspired by "women's work" studies and audience commodity theory, this research takes League of Legends (LoL) as a case to analyze how player interactions, as labor, create value within free-to-play (F2P) massively multiplayer online games (MMOGs). This article employs a combination of political economic, and critical analysis to demonstrate how free-to-play games monetize player interactions within them. It also proposes a pattern for understanding the exploitation of players' labor in three phases: the labor process, remuneration settlement, and consumption. Thus, this study contributes to the digital labor debate by combining the notions of "women's work" and digital labor and extending audience commodity theory into the domain of video games. It also enriches the scholarly conversation on the monetization strategies of video games and free-to-play commodities, emphasizing the unrecognized labor inherent in player interactions.
引用
收藏
页码:137 / 152
页数:16
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