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[Commlist] CFP ICA post conference - Labor and Play in Platform Society
Sat Oct 26 15:00:43 GMT 2024
- Event: ICA post conference
- Theme: Labor and Play in Platform Society
- Place: Charles University, Prague, Czech Republic (hybrid)
- Dates: June 18, 2025
- Registration: Free
- Deadline: February 7, 2025
In this post conference, we will address the various forms of platform
labor that take shape in the context of games and play.
Scholarship on ‘creator culture’ (Cunningham & Craig, 2021) and digital
labor on social media platforms such as YouTube, Twitch, and TikTok has
shown how platforms infrastructure and governance condition the work of
content creators (Bishop, 2018; Gregersen & Ørmen, 2021; Kumar, 2019).
For example, while YouTube videos prioritize followers and TikTok
prioritizes content, advertisements, and subscriptions (subbing) all
determine how content creators work and broadcast, underlining the
ideological nature of these platforms by pushing the exploitation of
laboring bodies further.
On streaming services such as Twitch and YouTube, content creators’
ability to build a following has been referred to as viewer or audience
engagement. These strategies can range from streamers actively
encouraging emotional engagement by using humor, adapting to viewer
wishes, or responsivity in rapid succession on the side of the content
creator. Media scholars perceive this as aspirational (Duffy, 2022),
hope (Kuehn & Corrigan, 2013), or relational labor (Baym, 2018) that can
be both physically and emotionally taxing. For game scholars, this is
also the platform convergence of labor and play, as in the pursuit of
interactivity with an audience, creators find themselves increasingly
engaged in a mode of gamification (Deterding et al., 2011), such as
setting donation targets sometimes in competition with other streamers
(Johnson & Woodcock, 2019). These strategies can be viewed as
monetization attempts or seen as ‘gamification-from-below’ where
creators gamify their lives to make it through. But one of the most
pressing questions is, how does this configuration of play and labor
constitute working? What existing worker vocabulary, such as gig-work,
freelancing, entrepreneur, or platform work akin to annotation or Amazon
Mechanical Turk workers adequately describe digital workers at the
intersection of play and labor?
This preconference invites scholars to reflect and discuss the
configuration of labor, games, and play in a contemporary platform
society defined by neoliberal markets and global exchanges of capital
and labor.
While the outline above uses streaming services as an example, we
welcome submissions addressing all kinds of work that addresses labor
and/or play in, while not limited to, the context of games
Paper topics could include (but are not limited to):
- Platform monetization strategies
- Gamification of digital labor
- Laborification of play
- Labor in creator culture
- Platform governance
- Exploitation of Digital Labor
- Platform algorithms
- Platform policies and creator autonomy
Submission instructions:
Please submit an abstract of 250-500 words that provides an overview of
the presentation’s topic and includes a title, and reference list.
Submissions should include names, institutions, contact details of all
authors, and indicate whether the submission is for remote or in-person
attendance.
Submission deadline: February 7, 2025
Submissions sent to: (daniel.nielsen /at/ fsv.cuni.cz)
<mailto:(daniel.nielsen /at/ fsv.cuni.cz)>
Organizers:
* Alessandro Gandini, Milan University
* Gaia Casagrande, Milan University
* Anne Mette Thorhauge, Copenhagen University
* Daniel Nielsen, Charles University, in Prague
References
Baym, N. (2018). Playing to the Crowd: Musicians, Audiences, and the
Intimate Work of Connection.
https://doi.org/10.18574/nyu/9781479896165.001.0001
<https://doi.org/10.18574/nyu/9781479896165.001.0001>
Bishop, S. (2018). Anxiety, panic and self-optimization: Inequalities
and the YouTube algorithm. Convergence, 24(1), 69–84.
https://doi.org/10.1177/1354856517736978
<https://doi.org/10.1177/1354856517736978>
Cunningham, S., & Craig, D. (2021). Creator Culture: An Introduction to
Global Social Media Entertainment. NYU Press.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game
design elements to gamefulness: Defining “gamification.” Proceedings of
the 15th International Academic MindTrek Conference: Envisioning Future
Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
<https://doi.org/10.1145/2181037.2181040>
Duffy, B. E. (2022). (Not) Getting Paid to Do What You Love: Gender and
Aspirational Labor in the Social Media Economy. Yale University Press.
Gregersen, A., & Ørmen, J. (2021). The output imperative: Productivity
and precarity on YouTube. Information, Communication & Society, 0(0),
1–18. https://doi.org/10.1080/1369118X.2021.2006745
<https://doi.org/10.1080/1369118X.2021.2006745>
Johnson, M. R., & Woodcock, J. (2019). “And Today’s Top Donator is”: How
Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts. Social
Media + Society, 5(4), 2056305119881694.
https://doi.org/10.1177/2056305119881694
<https://doi.org/10.1177/2056305119881694>
Kuehn, K., & Corrigan, T. F. (2013). Hope Labor: The Role of Employment
Prospects in Online Social Production. The Political Economy of
Communication, 1(1), Article 1.
https://www.polecom.org/index.php/polecom/article/view/9
<https://www.polecom.org/index.php/polecom/article/view/9>
Kumar, S. (2019). The algorithmic dance: YouTube’s Adpocalypse and the
gatekeeping of cultural content on digital platforms. Internet Policy
Review, 8(2).
https://policyreview.info/articles/analysis/algorithmic-dance-youtubes-adpocalypse-and-gatekeeping-cultural-content-digital
<https://policyreview.info/articles/analysis/algorithmic-dance-youtubes-adpocalypse-and-gatekeeping-cultural-content-digital>
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