The DOI matches its Crossref record; 6 of the 6 references it cites were found in a registry or an index.
The Labor of Fun: How Video Games Blur the Boundaries of Work and Play
Abstract
Video games are often framed as sites of play and entertainment. Their transformation into work platforms and the staggering amount of work that is being done in these games often go unnoticed. Users spend on average 20 hours a week in online games, and many of them describe their game play as obligation, tedium, and more like a second job than entertainment. Using well-known behavior conditioning principles, video games are inherentlywork platforms that train us to become better gameworkers. And thework that is being performed in video games is increasingly similar to the work performed in business corporations. The microcosm of these online games may reveal larger social trends in the blurring boundaries between work and play.
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Cites
Skinner, B. F. (1938) · Cited by 3,571
Presence : teleoperators and virtual environments.
press, M. (2014) · Cited by 574
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
Castronova, E. (2001) · SSRN Electronic Journal · doi:10.2139/ssrn.294828 · Cited by 393
Got Game: How the Gamer Generation Is Reshaping Business Forever
Beck, J. C., & Wade, M. (2004) · Cited by 313
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian FrontierPreprint
Castronova, E. (2001) · RePEc: Research Papers in Economics · Cited by 306
The work of being watched: interactive media and the exploitation of self-disclosure
Andrejevic, M. (2002) · Critical Studies in Media Communication · doi:10.1080/07393180216561 · Cited by 230
Cited by
Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9984 · Cited by 681
Self-citationBody and mind: a study of avatar personalization in three virtual worlds
Ducheneaut, N., Wen, M.-H., Yee, N., & Wadley, G. (2009) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/1518701.1518877 · Cited by 461
Self-citationStudying Gamification: The Effect of Rewards and Incentives on Motivation
Richter, G., Raban, D. R., & Rafaeli, S. (2015) · Gamification in Education and Business · doi:10.1007/978-3-319-10208-5_2 · Cited by 425
Video Game Structural Characteristics: A New Psychological Taxonomy
King, D., Delfabbro, P., & Griffiths, M. (2010) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-009-9206-4 · Cited by 398
The life and death of online gaming communities: a look at guilds in world of warcraft
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2007) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/1240624.1240750 · Cited by 287
Self-citation
Metadata
- Authors
- Yee, N.
- Venue
- Games and Culture
- Publisher
- SAGE Publications
- Published
- 2006-01
- Volume
- 1
- Issue
- 1
- Pages
- 68-71
- ISSN
- 1555-4120 (ISSN-L)
- 1555-4139
- OpenAlex
- W2033772660
- Cited by
- 381
- References
- 6
- FWCI
- 29.05
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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