作者赵容鑫
姓名汉语拼音Zhao Rongxin
学号2020000012047
培养单位兰州财经大学
电话13718505806
电子邮件806936093@qq.com
入学年份2020-9
学位类别专业硕士
培养级别硕士研究生
一级学科名称新闻与传播
学科代码0552
授予学位新闻与传播专业硕士学位
第一导师姓名王亚炜
第一导师姓名汉语拼音Wang Yawei
第一导师单位兰州财经大学
第一导师职称教授
第二导师姓名原彦平
第二导师姓名汉语拼音Yuan Yanping
题名玩工的同意生成机制研究——以游戏《原神》为例
英文题名Research on the Generating Mechanism of Player's Consent -- Taking the game《 Genshin》 as an example
关键词玩工 原神 同意 数字资本 情感劳动
外文关键词Playbour ; Consent ; Genshin ; Digital capitalism ; Affective labor
摘要

伴随着数字资本主义的发展,从事商品信息和文化内容生产的非物质劳动成为了当今社会中一种不可忽视的劳动形式。在传播政治经济学视域下,非物质劳动的主体之一——玩工(playbour)是一类介于普通玩家和雇佣工人之间的劳动者,他们的游戏时间被数字资本转化为剩余劳动时间,其玩乐与工作间的界限日益模糊。
同意作为一种驱使玩家劳动的“内部自愿性服从”,在玩家将劳动力转化为劳动的过程中起到关键作用。但过往研究多是从游戏开发商或平台单方面入手分析其“制造同意”的路径,并且停留在人文思辨,缺少对玩工方面接受和内化同意的机制的在地化情景化研究。这种视角下的玩工显得被动和孤立,无法解释大部分玩家主动“选择”进行游戏并长时间自愿无偿劳动的事实。因此,本文从玩工视角切入,运用深度访谈、参与式观察与游戏机制研究相结合的方法对网络游戏《原神》进行田野考察,以情景化在地化的方式对玩工的同意生成机制进行研究。
研究发现:同意起源于玩家寻求情感满足的初衷,贯穿情感劳动,并最终引导玩家成为数字资本的劳工。在游戏抽卡机制作用下,玩家出于情感动机和竞争动机产生对氪金的同意;为了完成游戏的预编程主线任务,玩家形成“肝”游戏的同意并进行重复性劳动;在游戏行为已经成为习惯后,玩家产生自觉维持游戏黏度的心理并形成对社交行为的同意。玩家在从事有关游戏行为的同时,也异化成了消费者、生产者和玩工。而氪金、“肝”游戏和社交三种行为本质上都是为游戏厂商进行资本增值。数字资本主义用一种前所未有的方式侵入用户的私人生活领域,其剥削实质被掩饰为娱乐放松的意识形态,内在的生产性则被游戏的消费性遮蔽。玩家转变为玩工,被吸纳进数字资本的生产与再生产体系,并形成了一种新的工人阶层。
 

英文摘要

With the development of digital capitalism, non-material labor engaged in the production of commodity information and cultural content has become a form of labor that cannot be ignored in today's society. From the perspective of communication political economy, playbour, one of the subjects of non-material labor, is a kind of worker between ordinary players and hired workers. Their game time is converted into surplus labor time by digital capital, and the boundary between play and work is increasingly blurred.

As a kind of "internal voluntary obedience" that drives players to work, "consent" plays a key role in the process of players converting labor into labor. However, previous studies have mostly analyzed the path of "manufacturing consent" unilaterally from game developers or platforms, and stayed in humanistic thinking, lacking in a localized situational study on the mechanism of accepting and internalizing "consent" in the game industry. The players in this perspective are passive and isolated, which cannot explain the fact that most players actively "choose" to play games and work voluntarily for free for a long time. Therefore, from the perspective of gamers, this paper uses the methods of in-depth interviews, participatory observation and game mechanism research to conduct a field study on the online game Genshin Impact, and studies the generation mechanism of playbour' s consent in a situational and localized way.

The research found that: Consent originates from the original intention of players to seek emotional satisfaction, runs through affective labor and ultimately guides players to become workers of digital capital. Under the action of the card drawing mechanism of the game, players' emotional motivation and competitive motivation generated their consent to krypton gold; In order to complete the pre programming main task of the game, players form the consent of the "liver" game and perform repetitive work; After the game behavior has become a habit, players have the psychology of consciously maintaining the game viscosity and have the consent to social behavior. Krypton gold, "liver" game and social interaction are essentially capital appreciation for game manufacturers. While players engage in game related behaviors, they are also alienated to consumers, producers and playbours. Digital capitalism invades the private life of users in an unprecedented way. Its exploitation essence is disguised as the ideology of entertainment and relaxation, while its internal productivity is masked by the consumption of games. Players are transformed into playbours and absorbed into the production and reproduction system of digital capital, forming a new working class.

学位类型硕士
答辩日期2023-05-27
学位授予地点甘肃省兰州市
语种中文
论文总页数54
参考文献总数37
馆藏号0005459
保密级别公开
中图分类号G21/183
文献类型学位论文
条目标识符http://ir.lzufe.edu.cn/handle/39EH0E1M/33697
专题商务传媒学院
推荐引用方式
GB/T 7714
赵容鑫. 玩工的同意生成机制研究——以游戏《原神》为例[D]. 甘肃省兰州市. 兰州财经大学,2023.
条目包含的文件
文件名称/大小 文献类型 版本类型 开放类型 使用许可
10741_2020000012047_(1381KB)学位论文 暂不开放CC BY-NC-SA请求全文
个性服务
查看访问统计
谷歌学术
谷歌学术中相似的文章
[赵容鑫]的文章
百度学术
百度学术中相似的文章
[赵容鑫]的文章
必应学术
必应学术中相似的文章
[赵容鑫]的文章
相关权益政策
暂无数据
收藏/分享
所有评论 (0)
暂无评论
 

除非特别说明,本系统中所有内容都受版权保护,并保留所有权利。