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Cited by 381

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

Yee, Nick·2006·Games and Culture

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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Metadata

Authors
Yee, N.
Venue
Games and Culture
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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CoChat. (2026). Citation check: The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. https://app.cochat.ai/papers/10.1177/1555412005281819
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Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture. https://doi.org/10.1177/1555412005281819

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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.