Chinese Gold-Farming in the 2000s
Worker Empowerment and Local Development Through Video Games-Based Digital Labor
Dados Bibliográficos
| ID | 19003679 |
|---|---|
| Autores | Matthew Ming-Tak Chew (0000-0001-5065-5652, Hong Kong Baptist University, autor correspondente) |
| Ano | 2022 |
| Volume | 18 |
| Fascículo | 6 |
| Páginas | 783-803 |
| Data de publicação | 2022-11-17 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Games and Culture (JOURNAL) |
| Identificadores do periódico | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editora | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/15554120221134459 |
| OpenAlex | W4309271480 |
| Idioma | EN |
| Citações recebidas | 8 |
| Referências citadas | 25 |
This study investigates how gold-farming contributed to worker empowerment and local development in China in the 2000s. Adopting a critical development studies perspective, I appraise the positive social impact of gold-farming but also explicate how it is constrained by the capitalist economic and authoritarian political contexts. I find that gold-farming offered workers informational mobility and low-overhead entrepreneurship opportunities and that it created employment and enhanced social order in marginalized localities. But it provided only slightly better wages and work conditions than the average Chinese factory. A major reason was exploitation by global capitalist corporations and local officials. My primary dataset was collected between 2005 and 2008 from participant observation and interviewing in three gold farms, multiple and in-depth interviews of over 40 insiders, and online documentary sources
Agriculture · Business · China · Economic growth · Economics · Empowerment · Entrepreneurship · Geography · Informal sector · Interview · Participant observation · Political science · Politics · Social science · Sociology · China's Socioeconomic Reforms and Governance
Digital games for international development
Contested Formations of Digital Game Labor
Critical development studies and the study of globalization(s)
Working as playing? Consumer labor, guild and the secondary industry of online gaming in China
Cultural differentiation or social segregation? Four approaches to the digital divide
Play between love and labor
Career concerns and multitasking local bureaucrats
Liberation Technology
Authoritarian capitalism, authoritarian movements and authoritarian communication
Cash Trade in Free-to-Play Online Games
A Critical Cultural History of Online Games in China, 1995-2015
Sinological-orientalism in Western News Media
Amateur Gold Farming in China
The Labor of Fun
Gaming is my work
| Obras citantes distintas | 8 |
|---|---|
| Citações por ano | 2,67 |
| Intervalo de citações | 2023 - 2026 (4) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 7 |