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title: "Digital Labor The Internet as Playground and Factory"
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# Digital Labor The Internet as Playground and Factory

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## PDF_PHYSICAL_PAGE_INDEX=320 | PRINTED_PAGE=NOT_DETECTED

nanotechnology 112–14, 117   
national identity 132   
nation-state 63   
Negri, Antonio 90, 136–8   
neoliberalism 90–3, 198, 221   
netarchical capital 208   
Netscape 49   
netslaves 33, 50   
network: actor- 60; exploitation on 152; seriality of 233; socia   
6–7, 160; time 92   
Network Culture (Terranova) 105   
networking 160   
network time 92   
New Economy 35   
newspapers 19, 87   
New York Times 192, 221   
Ni Hao (Nyhm) 195–9   
nonidentity 65   
nonplayer character 196   
“Nyhm” 195–9   
object 121–4; fan relationship with 100, 103; qualities of 123   
Occupy movement 54, 73, 232–3   
October Revolution 132   
ofshoring 16, 25   
old media 22–3   
Ong, Aihwa 90–1   
online communities 106, 190   
ontology, object-oriented 122   
open source movement 48   
operaismo 25   
The Order of Things (Foucault) 165, 177   
Orientalism 83   
Out of Control (Kelly) 42   
outsourcing 16, 25   
ownership: exploitation and 155–6; by workers 7   
ownership class 155   
P2P see peer-to-peer   
Palm, Michael 25   
Panopticon 88   
Parisi, Luciana 112–14, 116–20   
participation 212; in digital economy 52; fetishizing of 138;   
personalized 140; pleasure of 153; web platforms and   
212–14   
participatory democracy 212, 215   
participatory economy 212   
participatory web 212–15   
peer engagement 207   
peer production 207–10   
peer-to-peer (P2P) 207–10   
peer-to-peer common value creation 22   
peer-to-peer currency 234   
peer-to-peer movement 66   
peer-to-peer sharing 8   
people shows 51   
perception 115   
Perlin, Ross 24   
Pettman, Dominic 129–30   
philology 176   
philosophy: process 123; writing and 169   
photographic apparatus 170   
photography 168–70   
phyle 209   
piracy 73   
Pirate Party 73   
play: labor 26; work distinction from 2, 20, 159   
player-worker 193, 199   
pleasure 107, 153   
Poe, Edgar Alan 86–7   
political economy 58–61, 225   
political organization 232, 235   
political subject 136   
politics 58–9; blogs and 128; of convenience 139; on Facebook   
213; Internet potential for 107; posthuman 65;   
progressive 73; of representation 234; of universal 228–9,   
233; of utterance 183; of vectoral class 70   
posthuman politics 65   
postmodernism 34, 47, 181   
potentia 226   
potentiality 117–18   
power 229, 231   
prehension 116–21   
press unions 15   
prison labor 16   
privacy 2, 150–1, 161   
privatization 157, 221   
process philosophies 123   
production: biosphere-friendly 209; capital circulation and   
216; of content 19, 218–19; integrative 29; peer 207–10   
productivity 16, 231   
profit: corporate 16; generation of 216; rate 218   
progressive politics 73   
prosumer 18, 217–19   
pseudonymity 108   
public access culture 22   
Qualls, Ashley 127   
race: Cold War and 198; in games 201; gold farming and   
189–90, 192–3, 197; in MMOs 188, 191   
racial discourse 194–6, 198   
radio 132   
Rancière, Jacques 58–9, 66   
rave scene 101   
Real, recession of 179   
reality television 22–3, 51   
re-captcha 79–80   
recombinant commodity 46   
rent extraction, boom in 4, 27   
representation, politics of 234   
“Requiem for the Media” (Baudrillard) 174   
resistance, creative 7   
responsive machines 2   
Rheingold, Howard 47–8   
rights 62, 64; copy- 72, 110; immigration without 92   
risk 230   
Ross, Andrew 4, 71, 106–7   
Rossiter, Ned 7   
SACOM see Students and Scholars Against Corporate   
Misbehavior   
Scholz, Trebor 21, 211   
self: exploitation of 21, 25, 107; expression of, on Internet 18;   
shattering of 62   
sentient city 235   
separation 156–7   
seriality 232–3   
server: economy 198, 200; industry, carbon footprint of 60;   
web 48   
Shirky, Clay 17   
Shop Class as Soulcraft (Crawford) 24   
Shumiatskii, Boris 133   
signs 165, 175   
simulation 181   
skilled trades 24   
Smith, Adam 87   
Smythe, Dallas 2, 217   
social capital 18–19   
social factory 25, 33–4, 52, 74   
socializing, infrastructure for 156   
social justice 157   
social media 211, 218   
social movements 3   
social network 6–7, 160   
The Social Network 17   
society: class 216; communist 220–2; control 120; disciplinary   
137; of spectacle 139   
software: architecture of 118–19; for logistics 230–1; studies   
of 231   
solidarity 140, 209   
Sorkin, Aaron 17   
Sorochan, Cayley 138   
Soviet Union 132–3   
spectacles of democracy 7   
spectacular consumption 142   
Spiegel 221   
Spook Country (Gibson) 70   
Star Trek 195   
Star Wars 105   
Steinkuehler, Constance 188   
strategic essentialism 228   
Students and Scholars Against Corporate Misbehavior   
(SACOM) 220   
style 99–101   
subcultural movements 39; oppositional 108; style in 99–101   
Subculture (Hebdige) 99–100   
subject 136, 182   
suicide 28–9   
supply chain 230   
surplus value 216   
surveillance 158   
sustainability: environmental 209–10; of Internet 47, 106   
symbolic identity 137   
Taiwan 28   
Tapscott, Don 37   
Tasini, Jonathan 13–14   
taskers 20–1   
taste culture 101   
Taylorism 20, 27, 29   
technological determinism 22   
technological utopianism 39   
technology: generative 232; media 116–21; nano- 112–14,   
117; political organization and 235   
television 132; industry 46; reality 22–3, 51; shows 50–1   
temping 25   
terms of service 156   
Terranova, Tiziana 2, 4, 99, 105–6, 114, 120   
Textual Poachers (Jenkins) 98   
Thornton, Sarah 101–2   
time 92   
Tofler, Alvin 18, 20, 155, 217   
token-wage labor 16   
Towards a Philosophy of Photography (Flusser) 168   
trades 24   
translation 227–30, 232   
Tronti, Mario 25   
Twitter 3   
unconscious 180   
unemployment 16, 45   
unions 15, 22–3   
United States 132–3   
universalism 228   
unwaged labor 2, 26   
USA Today 149   
utopianism, technological 39   
utterance, politics of 183   
value: extraction of 50; generation 152–3; labor theory of 26;   
surplus 216   
vanishing mediator 172   
vectoral class 69–71   
viral marketing 73   
Virno, Paulo 60   
virtuality 181   
virtual worlds 192   
volunteer 16; on America Online 33, 37, 48, 106; fan 108–9   
vox populi 19   
wage labor 217   
Wall Street Journal 151   
warcraftmovies.com 195   
Wark, McKenzie 4, 8   
The Wealth of Nations (Smith) 87   
web: class and 215–20; participatory 212–15; platforms   
212–14; server 48   
web 2.0 211   
website, user involvement in 48   
“Whatever” 130   
“whatever being” 129–30, 139, 141   
Whateverlife.com 127   
Whitehead, Alfred 114, 116–17   
Wiener, Norbert 2, 168   
WikiLeaks 221, 233–4   
Wikipedia 7, 221–2   
Williams, Dmitri 191   
Williams, Raymond 221   
Wired magazine 50, 88–9   
word cloud 143–4   
work: feminization of 24, 30; gladsome 26; play distinction   
from 2, 20, 159   
workday 26   
worker: cognitive 93; entities owned by 7; guest 5, 92;   
knowledge 37, 39–40; mobile 29–30; player- 193, 199   
workplaces, distributed 20–2   
workshops, high tech 28   
workweek 26   
World of Warcraft 6, 187; beauty of 194; end-user license   
agreement of 194; gold farming in 192; growth of 188;   
guilds in 191; as virtual sweatshop 199   
Wright, Erik 154–5   
writer, freelance 13–14   
Writers Guild of America 22–3   
writing 167–9   
Yee, Nick 197   
“Yi Shan Guan” (Yee) 197   
YouTube 110, 195, 212–14   
Zehle, Soenke 7   
Zuckerberg, Mark 6

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