Work, play, and precariousness: An overview of the labour ecosystem of esports

Work, play, and precariousness: An overview of the labour ecosystem of esports
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DOI:
10.1177/01634437211011555
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发表时间:
2021-04-28
影响因子:
3.3
通讯作者:
Woodcock, Jamie
Woodcock, Jamie
中科院分区:
人文科学2区
文献类型:
--
作者:
Johnson, Mark R.;Woodcock, Jamie

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商业化的竞争性数字游戏或“电子竞技”已经发展到一个地步,在全球数千万观众观看的比赛中,数百万美元的奖金被授予。之前对这一现象的分析已经研究了各种参与者(玩家,锦标赛组织者,赞助商,游戏开发商)在电子竞技中的劳动力角色,但这些尚未统一为电子竞技劳动力的“大局”,特别是在考虑不同电子竞技参与者之间的劳动关系时。因此,在本文中,我们全面概述了新兴电子竞技生态系统中不同参与者的工作,以及它们如何相互交叉和影响,以促进这种高度现代化现象的存在。通过这样做,我们表明,电子竞技的快速增长创造了新的劳动过程和工作形式,改变了现有的劳动过程和工作形式,产生了新的职业选择,并为一系列参与者带来了巨大的利润。电子竞技在游戏和当代媒体中作为一个主要的全球产业的新兴地位,更广泛地要求密切关注其工作,其工人,以及谁在这个充满活力的媒体空间中获胜和失败。
Professionalised competitive digital gaming or 'esports' has grown to a point where millions of dollars are being awarded in competitions watched globally by tens of millions of viewers. Previous analyses of the phenomenon have examined the role(s) of labour in esports performed by various actors - players, tournament organisers, sponsors, game developers - but these have yet to be unified into a 'big picture' of esports labour, especially when considering the relationships between the labour performed by different esports actors. In this paper we therefore present a comprehensive overview of the labour that different actors within the emerging Esports ecosystem perform, and how they intersect and influence each other in order to contribute to the existence of this highly contemporary phenomenon. In doing so we show that the rapid growth of Esports has created new labour processes and forms of work, transformed existing ones, yielded new career options, and tremendous profits to be made by a range of involved actors. Esports' emerging position as a major global industry both within gaming and within contemporary media more broadly demands close attention to its work, its workers, and who is winning and losing in this dynamic media space.