Abstract
AbstractThis article adopts a labour process theory approach to analysing distinct circuits of labour control in platform video game work in China, a novel manifestation of the platform economy rooted in the special formation of Chinese gaming infrastructure as well as in precarious labour regimes. Platform game work encompasses a broad range of online video game services such as live game streaming, paid boosting, and game companion, matching customers’ demands to workers who provide entertainment or assist play. Platform game work has drawn an estimated seven million young workers into precarious employment during the past decade. The article outlines three interwoven features defining the fragmented control of platform game work: the crucial function of extra-platform intermediaries in regulating labour processes; the deployment of relationship labour in order matching and community management; and the mutual reinforcement of platform diversity and fast-moving platform architecture. These three features co-create a decentralised yet resilient structure organised by a network of platform and non-platform, human and machine agencies. Positioning platform game work in the broad spectrum of gig work, the article illuminates new modes of labour control and workers’ embedded agency, adding to the nascent literature on diverse labour regimes and subjectivities in the platform economy.
Publisher
Cambridge University Press (CUP)
Subject
Organizational Behavior and Human Resource Management,Economics and Econometrics
Cited by
6 articles.
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