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1 – 10 of 175A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this…
Abstract
A growing body of research finds that gig economy platforms use gamification to enhance managerial control. Focusing on technologically mediated forms of gamification, this literature reveals how platforms mobilize gig workers’ work effort by making the labour process resemble a game. This chapter contends that this tech-centric scholarship fails to fully capture the historical continuities between contemporary and much older occurrences of game-playing at work. Informed by interviews and participatory observations at two food delivery platforms in Amsterdam, I document how these platforms’ piece wage system gives rise to a workplace dynamic in which severely underpaid delivery couriers continuously employ game strategies to maximize their gig income. Reminiscent of observations from the early shop floor ethnographies of the manufacturing industry, I show that the game of gig income maximization operates as an indirect modality of control by (re)aligning the interests of couriers with the interests of capital and by individualizing and depoliticizing couriers’ overall low wage level. I argue that the new, algorithmic technologies expand and intensify the much older forms of gamified control by infusing the organizational activities of shift and task allocation with the logic of the piece wage game and by increasing the possibilities for interaction, direct feedback and immersion. My study contributes to the literature on gamification in the gig economy by interweaving it with the classic observations derived from the manufacturing industry and by developing a conceptualization of gamification in which both capital and labour exercise agency.
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Julie Stubbs, Sophie Russell, Eileen Baldry, David Brown, Chris Cunneen and Melanie Schwartz
Alison J. Bianchi, Yujia Lyu and Inga Popovaite
The purpose of this chapter is to provide a comprehensive analysis of how sentiments may be a part of, or adjacent to, status generalization. We demonstrate why this problem is so…
Abstract
Purpose
The purpose of this chapter is to provide a comprehensive analysis of how sentiments may be a part of, or adjacent to, status generalization. We demonstrate why this problem is so difficult to solve definitively, as many resolutions may exist. Sentiments may present the properties of graded status characteristics but may also be disrupted by processes of the self. Sentiments may have status properties enacted within dyadic interactions. However, sentiments may also be status elements during triadic constellations of actors. Finally, we discuss current research that is underway to provide more empirical evidence to offer confirmation or disconfirmation for some of our proposed models.
Methodology/Approach
We provide a synthesis of literatures, including pieces from group processes, neuroscience, psychology, and network scholarship, to address the relation between sentiment and status processes. Accordingly, this is a conceptual chapter.
Research Limitations/Implications
We attempt to motivate future research by exploring the many complications of examining these issues.
Social Implications
Understanding how social inequalities may emerge during group interaction allows researchers to address their deleterious effects. Positive sentiments (in other words, “liking”) should bring actors closer together to complete tasks successfully. Ironically, when paired with negative sentiments within task groups, inequalities in group opportunities may result. To address these social inequalities, a thorough understanding of how they develop is necessary, so that efficacious interventions can be adopted.
Originality/Value
This deep dive into the relation between sentiment and status processes joins the 25-year quest to understand the issues surrounding this relationship.
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Henry Dawson, Nael Alami, Keith Bowen and Diana Maddah
The Syrian refugee crisis is too big and complex for any single country to mount an adequate response. Mitigating the human tragedy, deciphering its root causes, and developing…
Abstract
The Syrian refugee crisis is too big and complex for any single country to mount an adequate response. Mitigating the human tragedy, deciphering its root causes, and developing sustainable solutions require effective international collaboration. To teach collaboration of this kind to university students, researchers in the US, UK, and Lebanon used accessible communication technology in development of a Virtual Exchange in Global Health, connecting students in medical and allied health fields. Through a problem-based learning curriculum, students from Cardiff Metropolitan University in Wales and the Modern University for Business and Science in Beirut worked collaboratively to conduct desktop research on the crisis and develop a protocol to interview camp residents about the public health issues affecting them. Students in Beirut then conducted interviews and gathered 360-degree video footage of conditions in the camp, which students in the UK studied using low-cost Virtual Reality (VR) viewers. Student feedback provided preliminary indications that the problem-based learning methodology, including the immersive VR experience, contributed to the participating students’ intrinsic motivation to study the problem. The students collaborated in dividing and distributing tasks as well as in engaging with each other in a Joint Problem Space, and began to build relationships outside class, relationships that will serve them well as practicing professionals in the field of global health. These outcomes create warrant for further development of the program and suggest possibilities for deployment of this high impact model for teaching in other fields where complex problems require international collaboration.
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