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Video games as spaces for providing information and awareness of algorithmic control in the gig economy

Bibliographic Data

ID7515185
AuthorsMarta Fernández-Ruiz (0000-0002-3004-3242, Universitat Politècnica de Catalunya, corresponding author), Martina Piña (0000-0003-4847-4734, Universitat Pompeu Fabra), Júlia Vilasís-Pamos (0000-0002-2060-4544, Universitat Pompeu Fabra)
Year2026
Volume28
Issue3
Pages1102-1124
Publication date2026-03-01
Open AccessYes
TypeARTICLE
VenueNew Media & Society (JOURNAL)
Journal identifiersISSN: 1461-4448 • E-ISSN: 1461-7315
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/14614448241307036
OpenAlexW4406068114
LanguageEN
Citations received1
References cited26

The gig economy has been explored recently in the media through videos, films, and series. Similarly, different video games have shown the ideology, values, and mechanisms that govern the gig economy. This article applies six mechanisms of algorithmic control at work to achieve a dual objective: to analyze how platform workers experience algorithmic control and to examine the extent to which video games, as a medium for raising critical awareness, reflect these workers’ experiences. We analyzed interviews with 42 platform workers in different sectors and six video games that address this topic. Our findings reveal that these games consistently mirror the dynamics and experiences arising from platform control. Furthermore, through specific elements of their meaningfulness (such as narrative, rules systems, and mechanics, among others), video games simulate situations and processes, sometimes opaque to workers, portraying the reality of the gig economy more explicitly and transparently

Control (management · Economics · Economy · Gig economy · Human–computer interaction · Multimedia · Service economy · Computer Science · Digital Economy and Work Transformation · Sharing Economy and Platforms · Transportation and Mobility Innovations · Artificial Intelligence

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Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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