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# Digital Labor The Internet as Playground and Factory

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Lisa Nakamura is the Director of the Asian American Studies Program, Professor in the Institute of Communication Research and Media Studies program, and Professor of Asian American Studies at the University of Illinois at Urbana-Champaign. She is the author of Digitizing Race: Visual Cultures of the Internet (2008) and Cybertypes: Race, Ethnicity and Identity on the Internet (2002), and she is coeditor of Race in Cyberspace (2000) and Race After the Internet (2011). She has published articles in PMLA, Cinema Journal, Women’s Review of Books, Camera Obscura, and the Iowa Journal of Cultural Studies. Her research focuses on race and gender in online social spaces such as massively multiplayer online role-playing games, and she is currently investigating the racializaton of labor in transnational contexts and avatarial operations in a postracial world.

Andrew Ross is a Professor of Social and Cultural Analysis at New York University. He is a contributor to The Nation, the Village Voice, New York Times, and Artforum, and he is the author of many books, including, most recently, Bird on Fire: Lessons from the World’s Least Sustainable City; Nice Work If You Can Get It: Life and Labor in Precarious Times; Fast Boat to China—Lessons from Shanghai; Low Pay, High Profile: The Global Push for Fair Labor; No-Collar: The Humane Workplace and Its Hidden Costs; and The Celebration Chronicles: Life, Liberty and the Pursuit of Property Value in Disney’s New Town.

Ned Rossiter is an Australian media theorist and author of Organized Networks: Media Theory, Creative Labour, New Institutions (2006). He was based in Perth, Melbourne, Ulster, Beijing, Shanghai, and Ningbo before taking up an appointment as Professor of Communication in 2011 in the School of Humanities and Communication Arts at the University of Western Sydney, where he is also a member of the Institute for Culture and Society. Rossiter is also an Honorary Research Fellow at the Centre for Creative Industries, Beida (Peking) University. He is a coresearcher on Transit Labour: Circuits, Regions, Borders (www.transitlabour.asia).

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Trebor Scholz is an artist, writer, catalyst, and chair of the conference series The Politics of Digital Culture at The New School in New York City, where he is an Associate Professor of Culture and Media. His forthcoming monograph with Polity Press ofers a history of the social web and its Orwellian economies. In 2011, he coauthored (with Laura Y. Liu) From Mobile Playgrounds to Sweatshop City. Scholz is the editor of two collections of essays, Learning Through Digital Media (2011), and a volume on digital labor (2013). He coedited the Situated Technologies series of nine books and The Art of Free Cooperation (2007). Recent book chapters include “Facebook as Playground and Factory,” and “Cheaper by the Dozen: An Introduction to Crowdsourcing.” He also founded the Institute for Distributed Creativity, which is widely known for its online discussions of critical network culture. Scholz holds a grant from the John D. and Catherine T. MacArthur Foundation. He chaired seven major conferences including the MobilityShifts summit in 2011. www.digitallabor.org.

Tiziana Terranova is Associate Professor in the Sociology of Communications at the Dipartimento di Scienze Umane e Sociali, Università degli Studi di Napoli “L’Orientale.” Her research interests lie in the area of the culture, science, technology, and political economy of new media. She is the author of Corpi Nella Rete (1996), Network Culture: Politics for the Information Age (2004), and numerous essays on new media published in journals such as Derive e Approdi, New Formations, Ctheory, Angelaki, Social Text, Theory Culture and Society, and Transversal. She is a member of the editorial board of the journal Studi Culturali (Il Mulino); associate editor of the journal Theory, Culture and Society; and a member of the Italian free university network UniNomade (www.uninomade.org). She occasionally also writes on matters of new media for the Italian newspaper Il Manifesto.

McKenzie Wark is the author of A Hacker Manifesto (2004), Gamer Theory (2007), and various other works. He is Professor of Culture and Media at Eugene Lang College, The New School for Liberal Arts. www.en.wikipedia.org/wiki/McKenzie\_Wark.

Soenke Zehle is Lecturer in Media Art and Design and has a long-time involvement in the collaborative conceptualization and implementation of transnational net.cultural art and research projects. Soenke is director of XMLab—Experimental Media Lab at the Academy of Fine Arts Saar, Ö Saarbrücken, Germany. For more information on her projects and publications, see www.xmlab.org.

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Index

actor-network theory 60   
Acxiom 18   
Adorno, Theodor 63–4   
advertising 127, 217   
aesthetics 121–4   
afect 112–16   
afinity groups 100   
Agamben, Giorgio 139–41   
algorithms 233–5   
alienation: of capital 59; digital 154–61   
alternative economies 22   
Amazon 19, 79; see also Mechanical Turk   
America Online 33, 37, 48, 106   
Andrejevic, Dean 5, 212   
Anglo-American cultural theory 34   
animism 65   
Anonymous 233–4   
Apache 48   
apparatus 168; photographic 170; quantum character of 171   
Appirio 160   
apprenticeship 24   
Arab Spring 54, 232–3   
ARPANET 35   
art: avant-garde 144; cinema 133   
Asia, workshops of 28   
Asians, dehumanization of 196   
Associated Media 14, 27   
attention economy 13, 214   
audience, commodification of 2–3, 217   
automaton 82–5   
autonomists 33, 40–1, 44   
autopoiesis 114   
avatar 199–200   
Aytes, Ayhan 5   
Babbage, Charles 86–7   
Barbrook, Richard 35–8, 46, 49   
“Bartleby” 131   
Baudrillard, Jean 139–40, 174   
Bauwens, Michel 7   
Baym, Nancy 153   
behavior market vendors 18   
Beller, Jonathan 3, 6   
benefit-driven institutions 208–9   
biopolitical capitalism 63   
biosphere-friendly production 209   
Bitcoin 234   
blogs 5, 127–9

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body 114–16 Boltanski, Luc 221 bourgeoisie 69, 139–40, 173 Buck-Morss, Susan 132–3 Buden, Boris 227–8 Burnett, Robert 153 calculating machine 86–7 capital: accumulation of 4, 26, 199, 215–19; alienation of 59; avatarial 199; circulation of 216; failures of 64; labor truce with 26, 69; as man 178; netarchical 208; peer-to-peer sharing and 8; social 18–19; writing and 167 capitalism: biopolitical 63; as class society 216; communicative 138; crisis of 208–9; expansion of 152; organizing against 21–2, 179; origins of 171; value extraction in 50 captcha 79–80 Castells, Manuel 92 Castronova, Edward 188–9, 199 Césaire, Aimé 178 Chaitlin, Gregory 119 Chapaev 133 cheating, in MMOs 188 chess 81, 85–6 Chess Player Automaton 81–4 China 189–90, 192 cinema 3, 132–5 city, sentient 235 civil liberties 4 class: capitalism and 216; consciousness, on social networks   
6; hacker 71; knowledge 39–42; ownership 155; vectoral   
69–71; wage labor and 217; web and 215–20 click signals 18 Clough, Patricia 4 Club Cultures (Thornton) 101 co-belonging 140–1 code 233 cognitive labor 91–2, 207 cognitive surplus 17 cognitive worker 93 cold civil war 70 Cold War 136, 198, 230 collective identity 138 collective intelligence 42–5 collectivity, suspicion of 140 commodification 171, 221; of audience 2–3, 217; of communication 89 commodity: dematerialization of 70; ephemeral 45–50; fan action on 100; profit generation from 216; recombinant 46 commons: communication and 221; creation of 208; free labor and 53; hacker embrace of 21; peer production oriented to   
208–9; privatization and commodification of 221; slippage with 226

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communication: commodification of 89; commons and 221;   
pleasures of 107   
Communications Workers of America (CWA) 15   
communicative capitalism 138   
communism 220–2   
consciousness 6, 27   
consumer 25, 104   
consumption, spectacular 142   
content, production of 19, 218–19   
content farm 14   
control society 120   
convenience, politics of 139   
Convergence Culture (Jenkins) 8, 193   
cooperation 21   
COPS 22   
copyfight 27   
copygift 72   
copyleft 72   
copyright 72, 110   
COSCO 234   
cosmopolis 58, 63   
Crabgrass 7   
craft guilds 75   
Craigslist 7–8   
Crawford, Matthew 24   
creative expression 2   
creative industry 21   
creative resistance 7   
creativity, industrialization of 21   
crowd 61–7, 134   
crowdsourcing 21, 88–9; of content production 19, 219; as   
neoliberal exception apparatus 90–3   
cubism 144   
Cubitt, Sean 4   
The Cult of the Amateur (Keen) 98   
cultural imperialism 38   
cultural labor 38–9   
cultural theory 34   
culture: algorithmic 233; centrality of 227; fan 101; free 72;   
hybridization 38; public access 22; taste 101; see also   
subcultural movements   
currency, peer-to-peer 234   
CWA see Communications Workers of America   
cyberlibertarians 42   
cybernetics 168   
cyberprotest 22   
cyborg 200   
“Cyborg Manifesto” (Haraway) 34   
Cygnus 49   
database economy 62   
data mining 16, 151–2   
Dean, Jodi 5, 211–12   
Debray, Regis 175   
De Kosnik, Abigail 5   
Deleuze, Gilles 114, 120   
Demand Media 14, 27   
democracy: foreclosure of 176; participatory 212, 215;   
spectacles of 7; virtual worlds and 192   
Denning, Michael 26   
deprivation 155   
Derrida, Jacques 60   
De Soto, Hernando 59   
determinism, technological 22   
Diaspora 7, 222   
digital alienation 154–61   
digital economy 35–9; masculine labor in 48; morality and 52;   
updating in 105; user participation in 52   
The Digital Economy (Tapscott) 37   
digitality 171–2   
digital labor 15, 79   
digital media: backlash against 33; as facilitators 16;   
glamorization of 33; infrastructure of 157; political   
economy of 225; social movements and 3   
digitization 6, 168, 177   
disciplinary society 137   
Discipline and Punish (Foucault) 82   
discourse 172; demotion of 166, 176; racial 194–6, 198;   
scientific 87   
Discourse on Colonialism (Césaire) 178   
distributed labor 20   
distributed workplaces 20–2   
docility 83   
do-it-yourself economy 30   
domesticity, idealized 135   
domination, informatics of 34   
donation, of labor 21   
Dreamworld and Catastrophe (Buck-Morss) 132   
Dyson, Esther 155   
economy: alternative 22; attention 13, 214; database 62; do  
it-yourself 30; free 46; of Internet 46, 50; new 35;   
participatory 212; political 58–61, 225; server 198, 200;   
see also digital economy; gift economy   
Eisenstein, Sergei 132   
e-lance operations 20   
end-user license agreement 156, 194   
Enlightenment 83, 86–7   
entertainment industry 23   
entertainment unions 22–3   
environmentalism 60   
environmental sustainability 209–10   
Enzensberger, Hans Magnus 173–4   
ephemeral commodities 45–50   
epistemic changes 178   
essentialism 228

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Everquest 187   
exegesis 176   
exploitation: free labor and 107, 151–4; of gullibility 158; internships as 25; of labor 1; Marxist understanding of 154; on Mechanical Turk 91; monitoring and 161–2; on networks 152; ownership and 155–6; pleasure and 153; self 21, 25, 107   
Facebook 2; participation and 212–13; politics on 213; revenue of 17; separation by 157   
factory, social 25, 33–4, 52, 74   
factory labor 30, 135   
false consciousness 27   
fan(s) 5, 98; commodities and 100; compensation of 109–10; customization by 102; as ideal consumers 104; identities of 104–5; ideology of 104; labor of 99; object relationship with 100, 103; organization of 109; volunteerism 108–9   
fan culture 101   
Fan Cultures (Hills) 103   
fandom: as free labor 99; insanity and 98; pseudonymity and 108; social dimension of 102   
feminism 135, 217   
feminization, of work 24, 30   
film 3, 132–5   
financialization 6, 229   
flash mobs 138–9   
Flusser, Vilém 87–8, 168–71   
Fordism 28, 70   
Foucault, Michel 58, 82–3, 88, 120, 165, 176–7   
Foxconn 28–9, 220   
Fox networks 22   
“Fragment on Machines” (Marx) 44, 59   
free culture 72   
free economy 46   
free labor 4; availability of 16; commons and 53; ephemeral commodities and 45–50; exploitation and 107, 151–4; fandom as 99; in online communities 106; solidarity and 209; see also internships   
Freelancers Union 15   
freelance writers 13–14   
free markets 22   
Freud, Sigmund 142   
Fuchs, Christian 7   
future, algorithmic 233–5   
Galloway, Alexander 2   
game 6, 194, 201; see also massively multiplayer online game   
gamification 73–4   
Gastarbeiter (guest worker) 5, 92   
gender 24, 127–8   
general intellect 26, 44, 225–7   
generative technology 232   
Gibson, William 70   
gift 72

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gift economy 36–8; in MUDs 191; Netscape and 49   
Gilroy, Paul 34–5   
globality 234   
gold farmers 188; economic need of 195; killing of 195, 199;   
machinima against 195; race and 189–90, 192–3, 197; as   
virtual migrants 190, 192   
Google: AdSense 110; participation and 212–13; revenue of 17   
Gou, Terry 29   
A Grammar of the Multitude (Virno) 60   
Great Recession 15, 17, 24   
Greece 234   
Grundrisse (Marx) 44   
guest worker 5, 92   
hacker 73; class of 71; ethics of 21   
Haraway, Donna 34   
Hardt, Michael 90, 136–8, 152   
Harman, Graham 122   
Harold, Christine 72   
“Heat-Death” (Parisi and Terranova) 114   
Hebdige, Dick 99–100   
Hesmondhalgh, David 154–5   
Hills, Matt 102–5   
historicity, waning of 181   
HIT see human intelligence task   
hive mind 42–3   
Hollywood 18, 133   
Hon Hai Precision Industry Co. 28   
Horvarth, John 49   
Howe, Jef 88–9   
HTML 149   
Hufington, Ariana 13   
Hufington Post 4, 13–14   
human authentication tool 79   
human exception 65   
human intelligence task (HIT) 79   
humanism 43   
The Human Use of Human Beings (Wiener) 168   
IBM 29   
identity: choice of 137; collective 138; fan 104–5; national   
132; non- 65; symbolic 137   
ideology 104, 174, 211   
immaterial labor 39–42, 89, 152   
immigration 92   
imperialism, cultural 38   
India 26   
individual 182   
informatics 34, 182   
insanity 98   
integrative production 29   
intellect: endeavor of 75; general 26, 44, 225–7; mass 45   
intellectual history 181   
intellectual property 27

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International Gaming Exchange 188, 195   
Internet: commercialization of 46; communist 220–2; economy of 46, 50; monitoring on 149–50; new humanism with 43; organization of 42–3; participatory 211; political potential of 39; self-expression on 18; social life on 1; studies of 211; sustainability of 47, 106; users of 39–40; see also web   
Internet as Playground and Factory 1   
internships 4, 17, 23–5   
Ipeirotis, Panos 80   
Jenkins, Henry 8, 98, 102–3, 193   
job gratification 21   
Keen, Andrew 98   
Kelly, Kevin 42–3   
Kempelen, Wolfgang von 81–4   
knowledge class 39–42   
knowledge workers 37, 39–40   
labor: capital truce with 26, 69; cognitive 91–2, 207; creative expression and 2; cultural 38–9; digital 15, 79; distributed 20; donation of 21; exploitation of 1; factory 30, 135; of fans 99; immaterial 39–42, 89, 152; living 29; Marxist analysis of 34; masculine understanding of 48; play- 26; in prison 16; productivity of 231; token-wage 16; unwaged 2, 26; wage 217; see also free labor   
labor arbitrage 91–2   
labor movement 16   
labor-power, collapse of 231   
labor theory of value 26   
LambdaMOO 190   
language 143, 175–6   
Lazzarato, Maurizio 2, 40–1   
Lehman, Chris 27   
Leibniz, Gottfried 85   
letters to the editor 19   
Levy, Pierre 42–3   
Lewis, Andrew 18   
liberalism 197–8, 228   
Lineage II 187–8   
literary agents 15   
living labor 29   
logistics 230–1   
Lovink, Geert 21   
Lynch, Liam 130   
machines: calculating 86–7; chess-playing 81; Marx on 44, 59; responsive 2   
machinima 193–6; as breakthrough medium 200; as game extension 194; racial discourse in 194–6, 198   
McLuhan, Marshall 173   
McRobbie, Angela 27, 30   
Mago, Rajesh 91–2   
man, as capital 178   
management, of knowledge workers 37   
manufacturers, high tech 28 Margulis, Lynn 118   
market: behavior 18; Foucault on 120; free 22   
marketing: feedback-based 158; viral 73; web 2.0 as 211 Marx, Karl 2, 16, 29, 59, 215–18; on alienation 158; on exploitation 154; on labor analysis 34; on labor theory of value 26; on machines 44, 59   
Marxist feminism 217   
massively multiplayer online game (MMO): avatars in 191; cheating in 188; democratic potential of 192; as global medium 189; race in 188, 191; social norms on 198; see also gold farmers   
massively multiplayer online role-playing game (MMORPG) 187   
mass media 132, 134   
Massumi, Brian 114   
mathematics 119   
matter 112–14, 155   
Mayr, Otto 85   
Mazzarella, William 89   
measure 116–24   
Mechanical Turk 19–20, 79–81; demographics of 80–1; exploitation on 91   
media 115–16; address 132; critiques of 174–5; history of 175; mass 132, 134; old 22–3; response to 174; social 211, 218; studies of 115; technologies 116–21; see also digital media Media Manifestos (Debray) 175   
mediator, vanishing 172   
mediology 175   
medium, as message 173   
Melville, Herman 131   
microtasks 20   
milieu 120–1   
mind: hive 42–3; as spiritual automaton 85   
minstrel shows 200   
MMO see massively multiplayer online game   
MMORPG see massively multiplayer online role-playing game mobile devices 225   
mobile workers 29–30   
monitoring 149–50, 161–2   
MOO see MUD, object oriented morality 52   
moral panic 108   
movement: labor 16; Occupy 54, 73, 232–3; open source 48; peer-to-peer 66; social 3; see also subcultural movements MUD see multi-user dungeon   
MUD, object oriented (MOO) 190   
multitude 90   
multi-user dungeon (MUD) 190–1   
MySpace 127   
myth making 18   
Nadeem, Shehzad 92   
Nakamura, Lisa 6   
name recognition 19

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