The digital game market has exploded in the age of the Internet,and youngsters now play Online games as a form of entertainment.Some academics contend that although kids first enjoy Internet games,they eventually become " Playbours " who must put in a lot of affective labor,turning what should be leisure time it into labor.This not only stunts youngsters’ healthy development but also casts doubt on the legitimacy of the companies that provide online games.The condition of underage gamers in the online gaming business must thus be researched.Based on this,this study uses adolescent online game players as its research subjects.It does so from the perspective of Marx’s concept of labor and leisure,and it uses participatory observation and in-depth interviews to analyze the real affective experience,affective labor practice,and affective labor alienation of adolescent game players in order to investigate a workable way to end alienation in China’s Internet game industry.Game players may now participate in the digital production system as producers and sellers thanks to affective labor,a novel aspect of work under the constraints of digital capitalism.Digital capital does this by blending the lines between production and consumption,leisure and labor,and transforming technology and information technology into tools for proliferation and expansion.It also intensifies the exploitation of affective laborers through digital platforms.However,under the capitalist private system,leisure has evolved into a new form of capital exploitation.Although people appear to freely dispense with their leisure time,in reality it is tinged with alienation.Leisure has gone from being a privilege of the few to the common enjoyment of the masses.Improving digital platform competition rules,completing game content and mechanism,and fostering a positive gaming environment will all help China’s game industry dissolve the alienation of affective labor and abandon itself based on a correct understanding of the phenomenon of affective labor alienation and its underlying causes.The five sections of this study are as follows.The importance of choosing a research background,the state of domestic and international research,the research technique and innovation point,and the definition of concepts and research ideas are all covered in the introduction.The first chapter explores how online gaming has evolved to include affective labor as one of its forms.In the second chapter,the laborization of online games and the monetization of gamers’ affections are examined in relation to the practice of affective labor among young game players.The third chapter analyzes the topic of the affective labor of gamers’ estrangement as well as its manifestation,accomplishment,and features.Three solutions are suggested in Chapter four to end affective labor alienation.Lastly,a summary and future directions are presented for this study. |