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Play to Submission : Gaming Capitalism in a Tech Firm.
・ISBN 978-1-4399-2297-2 hard US$ 99.50
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お気に入り
★★★
・ISBN 978-1-4399-2298-9 paper US$ 30.95
¥7,251.- (税込) ※(※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。
お気に入り
★★★
| 著者・編者 | Wu, Tongyu, |
|---|---|
| 出版社 | (Temple U. Pr., US) |
| 出版年月 | 2024.06 |
| ページ数 | 238 pp. |
| 言語 | ENG |
| ニュース番号 | <721-258> |
解説
Games are often a fun perk of a tech company job, and employees can "play to win" in the competition to succeed. But in studying "Behemoth" (a pseudonym for a top American tech company), Tongyu Wu discovered that gaming work culture was far more insidious.
Play to Submission shows how Behemoth's games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management's games as a chance to show off their "gamer" identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity.
Drawing from 13 months of ethnographic work, Wu presents a persistent reality in which the company reaps the reward of surplus productivity, leaving employees themselves in a highly competitive and sometimes precarious work position.
Play to Submission shows how Behemoth's games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management's games as a chance to show off their "gamer" identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity.
Drawing from 13 months of ethnographic work, Wu presents a persistent reality in which the company reaps the reward of surplus productivity, leaving employees themselves in a highly competitive and sometimes precarious work position.