Description

Book Synopsis
Games are often a fun perk of a tech company job, and employees can “play to win” in the competition to succeed. But in studying “Behemoth” (a pseudonym for a top American tech company), Tongyu Wu discovered that gaming work culture was far more insidious.

Play to Submission shows how Behemoth’s games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management’s games as a chance to show off their “gamer” identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity.

Drawing from 13 months of ethnographic work, Wu pres

Play to Submission

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    A Paperback by Tongu Wu

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      Publisher: ML - Temple University Press
      Publication Date: Publication Date: 5/29/2024
      ISBN13: 9781439922989, 978-1439922989
      ISBN10: 1439922985

      Description

      Book Synopsis
      Games are often a fun perk of a tech company job, and employees can “play to win” in the competition to succeed. But in studying “Behemoth” (a pseudonym for a top American tech company), Tongyu Wu discovered that gaming work culture was far more insidious.

      Play to Submission shows how Behemoth’s games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management’s games as a chance to show off their “gamer” identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity.

      Drawing from 13 months of ethnographic work, Wu pres

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