{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","title":"数字劳动： 理论前沿与在地经验","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787214266118","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","id":"7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","uuid":"7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","title":"数字劳动： 理论前沿与在地经验","normalized_title":"数字劳动理论前沿与在地经验","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787214266118","isbns":["9787214266118"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":229,"navigation_url":"https://workshop.closeclaw.top/ai/book/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E5%8A%B3%E5%8A%A8%EF%BC%9A%20%E7%90%86%E8%AE%BA%E5%89%8D%E6%B2%BF%E4%B8%8E%E5%9C%A8%E5%9C%B0%E7%BB%8F%E9%AA%8C","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346","page_url":"https://workshop.closeclaw.top/api/ai/books/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346/page","search_url":"https://workshop.closeclaw.top/api/ai/books/7b1ebe25-51ed-420e-89b8-2a8b9a1ca346/search"},"page":{"printed_page":39,"pdf_page":61,"physical_index":61,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"32b03543bf5c39c884480f1af0a60a064229355b389c35242d147be0ab5c9c89"},"chapter":"第一章 数字劳动：劳动与媒介化的交叉视角","content":"此外，库克里奇笔下的“玩工”也有了新的变化。④他的开创性研究指出，玩工的实质是在闲暇时间贡献具有创造性的玩耍活动，他们自发修改和创作的游戏内容成为游戏产业价值与创新的重要源泉，极大地降低了公司在研发和营销上的人力成本与其他费用。玩工为资本积累和增殖贡献了大量的社会必要劳动时间，这已经远远超越兴趣爱好的范畴。然而，吴鼎铭对中国“金币农夫”和电竞玩家的研究发现，这种所谓的玩乐劳动既不休闲，也并不一定具有创造性，“金币农夫”依靠重复和枯燥的鼠标点击换取游戏升级所需的虚拟钱币，并将这些钱币上交给他们的老板进行统一出售，从而获得收入。⑤在中国，大约有200万青少年被吸纳进这一高度市场化的领域之中，用自已的“点击劳动”驱动网络游戏产业冉冉上升。\n\n第一章 数字劳动：劳动与煤介化的交叉视角\n\n① Robins, Kevin and Frank Webster. Times of the Technoculture : From the Information Society to the Virtual Life. New York: Routledge, 1999.\n\n②蔡润芳：《“积极受众”的价值生产——论传播政治经济学“受众观”与Web2.0“受众劳动论”之争》，《国际新闻界》2018年第3期。\n\n③ Fisher, Eran. \"You Media\": Audiencing as Marketing in Social Media. Media, Culture & Society, 2015(1):50-67.\n\n④ Kücklich, Julian. Precarious Playbour: Modders and the Digital Games. The FibrecultureJournal，2005(5).中译文参见尤利安·库克里奇，姚建华、倪安妮译：《不稳定的玩工：游戏模组爱好者和数字游戏产业》，《开放时代》2018年第6期。\n\n⑤吴鼎铭：《互联网时代的“数字劳工”研究——网络“受众”研究的政治经济学视角》，武汉大学新闻与传播学院博士论文，2015年。\n\n39","previous_page":38,"next_page":40}