The Labour of User Co-Creators

Author:

Banks John1,Humphreys Sal1

Affiliation:

1. Queensland University of Technology, Australia,

Abstract

Co-creative relations among professional media producers and consumers indicate a profound shift in which our frameworks and categories of analysis (such as the traditional labour theory of value) that worked well in the context of an industrial media economy are perhaps less helpful than before. Can this phenomenon just be explained as the exploitative extraction of surplus value from the work of users, or is something else, potentially more profound and challenging, playing out here? Does consumer co-creation contribute to the precarious conditions of professional creative workers? This article draws from ethnographic research undertaken from 2000 to 2005 with Auran games (a game development company based in Brisbane, Australia) to engage with debates about the status of user co-creation as labour. The article argues that as a hybrid and emergent social network market these relationships introduce a form of creative destruction to labour relations in the context of the creative industries.

Publisher

SAGE Publications

Subject

Arts and Humanities (miscellaneous),Communication

Reference38 articles.

1. Banks, J. (2002) 'Gamers as Co-Creators: Enlisting the Virtual Audience - A Report from the Net Face', in M. Balnaves , T. O'Regan and J. Sternberg (eds) Mobilising the Audience , pp. 188-212. Brisbane : University of Queensland Press.

2. Banks, J. (2007) 'Opening the Production Pipeline: Unruly Creators' , in S. de Castell and J. Jenson (eds) Worlds in Play: International Perspectives on Digital Games Research, pp. 143-50. New York: Peter Lang Press.

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