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논문 기본 정보

자료유형
학술저널
저자정보
邓剑 (上海大学)
저널정보
한국중어중문학회 중어중문학 中語中文學 第70輯
발행연도
2017.12
수록면
189 - 207 (19page)

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This article attempts to review the MO Games from the perspective of magnified “Playbour” with the clue of Arena of Valo.
MO Games have become the mainstream games in China after the 21st century. However, the networking is only the surface of this kind of game, while the essence of it is not the pluralization of the players but the transformation of relationship between the gamers and game program. In the process of transformation, MO Games became the digital factory and the latest form of exploitation. Players, on one hand, were trained to be the new species who“amuse ourselves to death”. On the other hand, they were transformed into “Netslaves”.
The Playbour advocated in this article is broader and more complex than Modding and Gold Farming, which were called “Playbour” before. In my opinion “Playbour” should be defined as Players’ play action. The logic behind this kind of playbour is the reorganization of time and space that people use to restore labour into the production system of capitalism, and this is the latest development and extension of capitalism in the contemporary era. The characteristics of such kind of playbour are similar to the immaterial labor and digital labor.
However, game makers have provided players a framework of consumption by their game mall. In this exact framework, players are trapped in the logic of consumption and resistance to consumption, and are difficult to realize that they are in a larger production system. The situation also obscures the essence of exploitation. A “computer theology” which means that constant capital creates value is displayed to the world: MO Games seem to be an established text created by programmers alone, while the instant text created by players is swept out of the track of value production. Therefore, ludocapitalism is a covert exploitation system disguised as entertainment and consumption.
In the end, this article points out the mechanism of interpellation in the playbour. First, MO Games are mathematical texts that interpellate players through the numerical order. Second, MO games not only shape gamer’s consuming consciousness, but also produce their identity. Finally, MO Games use an “addictive mechanism” to interpellate players as labours.

목차

1. 引言
2. 遊戲勞動及其先行硏究
3. 誰在生産使用价值?
4. 价值之源 : 世界的商城化還是工厂化?
5. 詢喚遊戏勞動者主体
【參考文獻】
【Abstract】

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