{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","uuid":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","normalized_title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","isbns":["9787523600474"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":281,"navigation_url":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E5%B7%A5%E5%8E%82","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/8775e0ee-45b3-49e0-9051-2909d31de8ea","page_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/page","search_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/search"},"page":{"printed_page":126,"pdf_page":130,"physical_index":130,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"77225895eccf35983ef0f8a927ce6fe137eb46fc249fb2e620edd120ae04a8e9"},"chapter":"第2章游戏工厂 游戏","content":"虽然“关键时刻”仍然是组织劳动力、增加剩余价值的重要组成部分，但游戏行业从工程师的车库和地下室起步，已经走过了漫长的道路。斯莫林的柏林办事处拥有所有游戏公司应有的元素。尽管如此，你在很多方面还是很难将它们与附近的IT办公室区分开来。近年来，在经历严重危机的同时，游戏产业也出现了爆发式的增长，让许多工人产生了该产业“已然成熟”的印象。\n\n游戏设计师和程序员是员工团队的核心，其工作条件和薪资水平都优于测试员。但在软件和游戏行业的某些领域，黑客形象往往掩盖了程序员工作的标准化、程序化特征。代码是“以软件形式明确化的劳动”，尽管代码的产生条件差别很大，编码劳动却往往是相同的——重复且乏味。①媒体理论家尤·帕里卡（Jussi Parikka）指出，“乏味”而辛苦的编程工作有着悠久的历史。从阿兰·图灵（AlanTuring）关于计算的未来是“办公室编程工作”的断言，到20世纪70年代施乐帕克研究中心（PARCXerox）将编码劳动划分为创造性的“元编程”（Metaprogramming）及其技术执行，再到如今帕里卡勾画出“软件工作作为工厂工作”的文化历史②——游戏产业不可能不受这些趋势的影响，即便是更具声望和创造性的编码领域，也越来越受制于标准化、分解和配额的影响。\n\n1数字工厂1\n\n① Guth and Wingfield, \"Workers at EA Claim They Are Owed Overtime.\"\n\n126","previous_page":125,"next_page":127}