从马克思的异化劳动看游戏劳动

IF 1.6 Q2 EDUCATION & EDUCATIONAL RESEARCH Brock Education-A Journal of Educational Research and Practice Pub Date : 2023-08-24 DOI:10.54097/jeer.v4i3.11341
Shaotong Shen
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引用次数: 0

摘要

马克思异化劳动视野下的游戏劳动是指以游戏为目的的劳动,这种劳动受到消费文化、街头体育活动、电子游戏等的影响。本文通过分析马克思的异化劳动理论,并从日常生活中电子游戏的选择这一案例来解释游戏劳动背后的异化机制,指出玩家被资本剥削的新局面。本文分析了马克思的异化劳动理论,并对“马克思异化劳动视域下的游戏劳动”进行了深入分析。通过分析可以看出,游戏劳动是受消费文化、街头体育活动和电子游戏影响的异化劳动的一种特殊形式。它不仅使人们感到“被无形奴役”,而且影响着人们日常生活中的行为方式和思维方式。在当前的社会环境下,人们习惯于接受快餐文化,缺乏判断力和自制力,很容易在网络游戏休闲意义的掩护下,成为游戏产业链上的自由劳动者。随着平台资本主义与信息资本主义的深度融合和发展,数字媒体技术逐渐抹去了现实与虚拟、休闲与劳动的界限。学者们将这种以娱乐休闲为目的参与网络游戏并为游戏公司创造大量剩余价值的行为归结为一种新型的数字劳动——游戏劳动。
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Play Labor from the Perspective of Marx's Alienated Labor
The play labor under Marx's alienated labor vision refers to the play as the purpose of the labor, this kind of labor is affected by consumer culture, street sports activities, electronic games and so on. This article through the analysis of Marx's alienated labor theory, and from the daily life of the selection of electronic games this case to explain the alienation mechanism behind the play labor, pointing out the new situation of players being exploited by capital. This paper analyzes Marx's alienated labor theory and makes an in-depth analysis of "play labor from the perspective of Marx's alienated labor". Through the analysis, it can be seen that play labor is a special form of alienated labor which is influenced by consumer culture, street sports activities and electronic games. It not only makes people feel "invisibly enslaved", but also affects the way of behavior and thinking in People's Daily life. In the current social environment, people are used to accepting the fast-food culture, lack of judgment and self-control, it is easy to become a free worker in the game industry chain under the cover of the casual meaning of online games. With the deep integration and development of platform capitalism and information capitalism, digital media technology has gradually erased the boundaries between reality and virtual, leisure and labor. Scholars have attributed this behavior of participating in online games for the purpose of entertainment and leisure and generating a large amount of surplus value for game companies to a new form of digital labor -- play labor.
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