Data Labour in the Platform Economy: Status Quo, Predicaments and Acting Strategies--An Exploratory Study of E-Sports Anchors

REN Tong, YAO Jianhua

Chinese Journal of Journalism & Communication ›› 2022, Vol. 44 ›› Issue (1) : 118-136.

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Chinese Journal of Journalism & Communication ›› 2022, Vol. 44 ›› Issue (1) : 118-136.
Communication Research

Data Labour in the Platform Economy: Status Quo, Predicaments and Acting Strategies--An Exploratory Study of E-Sports Anchors

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Abstract

This article takes the JA Guild of HY Livestreaming Platform as its case study and adopts the research methods of participatory observation and semi-structured interviews. It reveals that the labour process of e-sports anchors, as a new professional group, is controlled by the dual “data logic” of game contests and livestreaming. Consequently, the e-sports livestreaming becomes “data labour” that aims at meeting the demands of multiple data production, as the result of the application of “the traffic first principle” in the platform economy. The better the data performance of e-sports anchors, the more stable their labour relations are and the more secure their income is. However, it will be more likely that they fall into the predicaments of “deskilling” and “the hollowing-out of playfulness.” In addition to the suspension of livestreaming or job change as well as the re-creation and delivery of livestreaming videos on multiple online platforms, to form an “interest-based community” between anchors and the operating team behind them, built on both their common interests and emotions, serves as an effective acting strategy to help anchors get rid of the predicaments aforementioned. It is suggested that in the platform economy, the “data logic” is becoming a way of labour control, with a high degree of rigor, concealment and deceit, which exacerbates the asymmetry in the power relationship between online platforms and labourers. The emergence of “data labour” is closely connected to the global boom and expansion of “digital Taylorism.”

Key words

E-sports anchors / data labour / deskilling / the hollowing-out of playfulness / digital Taylorism

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REN Tong , YAO Jianhua. Data Labour in the Platform Economy: Status Quo, Predicaments and Acting Strategies--An Exploratory Study of E-Sports Anchors[J]. Chinese Journal of Journalism & Communication. 2022, 44(1): 118-136

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Footnotes

1. 互联网直播“元年”:特指2016年,彼时移动通信技术完成了4G升级,新兴互联网直播平台如雨后春笋般涌现,包括战旗、熊猫、全民、龙珠、斗鱼、虎牙等。伴随着各直播平台兴起的是大量直播内容的出现。

2. MOBA是Multiplayer Online Battle Arena首字母的缩写,意为“多人在线战术竞技游戏”。当前,它已经逐步取代大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,MMORPG),成为我国主流的网络游戏类型。《王者荣耀》就是一款广受玩家欢迎的MOBA类游戏。

3. KDA由击杀人数(kill)、死亡数(death)和助攻数(assistance)三者的英文首字母构成。

4. 英雄熟练度:《王者荣耀》中某一英雄的使用熟练程度。熟练度颜色由不熟练到熟练,依次呈现为:白色、绿色、蓝色、紫色、橙色。电竞玩家使用对应的英雄匹配或排位,获胜即可增加英雄熟练度。

5. 参团率:游戏地图中三人及以上的两方势力在部分区域进行击杀和对抗,并获取击杀或地图资源上的优势。在《王者荣耀》中,更多的参团,更多的帮助队伍夺取资源建立优势显得尤为重要,精彩的团队配合也是该游戏的魅力之一。

6. 《王者荣耀》游戏的胜利机制是通过破坏虚拟塔防的方式判定对局的胜利,因此,“推塔”意为将防御塔破坏以获得最终的胜利。

Funding

Shanghai New Media Experimental Center, School of Journalism, Fudan University(XWH3353210)
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