| With the development of the platform economy,digital labor in the game field,such as the online game worker,are born in an "Internet + companionship" model.This paper analyzes the labor process of online game workers through network ethnography research methods,and observes participation through game work’s platforms such as Bixin,in-depth interviews with 20 online game workers,and a questionnaire survey of 389 online game workers.Find out that online game workers uses personal game skills,self-image,gender temperament,personal emotions,interpersonal relationships,etc.as means of production into the labor process of receiving orders,playing orders,and relationship management,and continuously promotes capital accumulation.Specifically,online game workers uses cultural capital such as game technology to exchange economic capital;and with platform-based management,in the process of receiving orders,online game workers needs to build an idealized media image through aesthetic labor to help the boss make purchase decisions;In the process of playing orders,it is necessary to perform surface acting in the interaction to show positive emotions,suppress negative emotions,and give priority to the boss’ s experience;in relational management,it is necessary to perform deep acting to establish a deep emotional connection with the boss,so as to strive for a certain labor autonomy.and stable labor compensation.In the process of online game workers’ labor,the ideological control and platform mechanism control of the commercial digital platform have created the internal identification and coercive consent of online game workers,making them exploited and commodified,while constantly self-exploiting and self-commodification.Driven by economic interests,online game workers will also obtain traffic data by brushing orders,and expand customer capital by creating regular customers,thereby resisting the data dependence and customer source dependence of platforms or organizations.However,under the production logic of market expansion,the three-way interaction of "labor-capital-customer" drives the development and value-added of the online game industry. |