The AI-mediated gamification of affective labor
The reconfiguration of participatory fan production in human–community–machine interactions
Bibliographic Data
| ID | 19224015 |
|---|---|
| Authors | Jie Cui (0000-0002-5978-4861, Guangzhou University, corresponding author) |
| Year | 2026 |
| Publication date | 2026-05-08 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Cultural Studies (JOURNAL) |
| Journal identifiers | ISSN: 1367-8779 • E-ISSN: 1460-356X |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/13678779261448882 |
| OpenAlex | W7160655035 |
| Language | EN |
| References cited | 34 |
This study examines the life-cycle of LiPu, a Chinese ACGN (Anime, Comics, Games, and Novels) AI-powered fandom platform that integrates AI-generated fan creation and automated chatbots, to analyze the reconfiguration of participatory fan production in human–community–machine interactions. Employing the walkthrough method and interviews, this study introduces the concept of “AI-mediated gamification of affective labor” (AGAL) which encompasses the gamification of fan creation into a memetic replication of AI-generated content templates (content creation), the quantification and incentivization of emotional investment via algorithmic governance (labor management), and the simulation of reciprocal parasociality to sustain engagement (engagement sustainability). The AGAL reveals a shift in fan production, from platforms that manage fan activities to platforms that generate the very content and relational fabric of those activities, enabling governance not only through algorithmic extension but also through generative infrastructure. This study offers an account of early possibilities, user practices, and structural challenges in this emerging field
Citizen journalism · Control reconfiguration · Corporate governance · Fandom · Production (economics) · Reciprocal · Replication (statistics) · Sociotechnical system · Software walkthrough · AI in Service Interactions · Digital Games and Media · Social Robot Interaction and HRI
Playing Fans
Artificial intelligence and the production of fan art
Fans and AI
Decoding the gendered design and (dis)affordances of face-editing technologies in China
“They were having so much fun, so genuinely . . .”
‘Push-and-pull’ for visibility
Updating to Remain the Same
Transnational Fandom
Poetic prosumption of animation, comic, game and novel in a post-socialist China
Gaming the gift
Social media, prosumption, and dispositives
Playing platformized language games
The walkthrough method
The fruits of my own labor’
An emergent algorithmic culture
Fandom meets artificial intelligence
New Economy of Fandom
From parasocial to parakin
Youth fans of global popular culture
East Asian pop music idol production and the emergence of data fandom in China
Automated Parasociality
Gamifying intimacy
No to Ai Generated Images
Free Labor
Platform Fandom
From Participatory Culture to Participatory Fatigue
| Citation velocity | historical |
|---|---|
| Highly cited | No |