| In the context of the rise of "Internet plus" and digital platform economy,digital platform has gradually become an important force for economic allocation and social control,giving birth to new modes of production,labor structure,platform accumulation and capital multiplication,opening a new engine for economic development and injecting a heart booster into the transformation and upgrading of industrial structure.But new problems of labor production,labor supervision and labor rights and interests have followed.Therefore,the new form of platform’s control over workers and the new way of game between workers and platforms have gradually become the focus of academic attention.Based on virtual ethnography(including self ethnography)and research method of depth interview,this study "platform,consumers,workers" multivariate analysis framework,with the game to practice platform "than the heart" as the case study,mainly focus on two core issues: first,what roles do platforms and consumers play in the labor control and supervision of game trainers? Second,in the face of the multiple control of the platform and consumers,how do game trainers play games with the platform and consumers,and what kind of work do they do?The research finds that,on the one hand,due to the characteristics of the training platform,the platform cannot really intervene in the labor situation of the training partner,and there is a certain blind spot in supervision.Therefore,the platform strengthens the control of the source link,conducts "domineering" control over the training partner,and avoids illegal transactions.At the same time,in order to improve the enthusiasm of workers,the platform controls the trainers in the way of "stimulation",that is,differentiation and gamification management.In addition,the platform also engages consumers,indirectly intervenes in the labor situation,and implements "collusion" control over workers.In this way,the platform and consumers as the main body,The multiple control mechanism of "domineering","stimulating" and "collusion" for sparring masters.On the other hand,consumers can not only conspire with the platform,but also with the workers,which changes the relationship between the platform,consumers and workers.The tension brought by this changes the possibility of individual autonomy for sparring instructors: Trainers use emotional labor and relationship management in labor to obtain more orders and praise,or spontaneously carry out emotional labor to stimulate work enthusiasm;In addition,trainers have also developed a set of dynamic strategies for gaming with platforms and consumers,such as "downward return","brushing" and "breeding",as well as two-way selection,"cheating" and even "cheating".This paper reveals the inner operating mechanism of the game sparring industry and the new characteristics of labor control it has spawned,as well as the subjective consciousness awakening of the sparring platform workers,the acquisition of limited subjectivity and individual resistance,and the contextual expansion of emotional labor.At the same time,this paper reveals that there are loopholes and blind spots in the platform supervision mechanism,which are taken advantage of by relatively flexible consumers and workers,weakening or even rendering the supervision of the platform ineffective,bringing certain negative impacts on the society.This suggests that in the era of digital platform economy,improving governance system and enhancing governance capacity is an important question for platforms.Digital platforms should strengthen autonomy,strengthen supervision,establish a sound and long-term supervision system,regulate the behavior of platform users,and actively assume social responsibilities. |