%0 Journal Article
%T 大众文化视域下对“玩工”数字劳动的解读——以《原神》为例
Interpretation of “Playbour” Digital Labor from the Perspective of Popular Culture—Taking “Genshin Impact” as an Example
%A 林丽思
%J Journalism and Communications
%P 1522-1528
%@ 2330-4774
%D 2024
%I Hans Publishing
%R 10.12677/jc.2024.126232
%X 在数字资本主义情境中,游戏与劳动的界限已然模糊化,“玩”与“劳动”已经形成一体两面的关系,因此,明确游戏与劳动的内在逻辑联系对理解数字环境下游戏与劳动的内涵变化、传统的马克思劳动价值论如何被改变以及数字资本主义运作方式至关重要。本文基于库克里奇的“玩工”概念,聚焦米哈游旗下游戏《原神》,探讨游戏玩家成为“玩工”并进行“数字劳动”的生成机制,以及从大众文化视域出发思考如何理解玩家在游戏中的劳动行为。
In the context of digital capitalism, the boundary between games and labor has become blurred, and “play” and “labor” have formed a dual relationship. Therefore, clarifying the inherent logical connection between games and labor is crucial for understanding the connotation changes of games and labor in the digital environment, how traditional Marxist labor theory of value has changed, and the operation mode of digital capitalism. Based on Julian Kücklich’s concept of “playbour”, this paper focuses on the game “Genshin Impact”, which is owned by Shanghai Mihoyo Network Technology Co, Ltd, discusses the generation mechanism of players becoming “playbour” and performing “digital labor”, and ponders how to understand the labor behavior of players in the game from the perspective of popular culture.
%K 大众文化,
%K 玩工,
%K 数字劳动,
%K 自我认同,
%K 《原神》
Popular Culture
%K Playbour (Play Worker)
%K Digital Labor
%K Self-Identity
%K “
%K Genshin Impact”
%U http://www.hanspub.org/journal/PaperInformation.aspx?PaperID=101994