Work Employment and Society · 2011 · 61 citations · 36 references
Social SciencesSociologyDigital Culture StudiesLabor EconomicsSelfDigital IdentityEmploymentEmployment IncomeLaborGame LaborGaming LaborMassively Multiplayer Online GamesMultiplayer GamesOnline IdentityOnline Identity FormationPublic Sector WorkplacesWork-based Identity
Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games – a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, such as public workplaces, recognizable company names or association with existing occupations. Through examining their identity work, this study argues that as more people are taking their work and leisure life online, ambiguity has become an important characteristic of these new cyber workers who provide labour service via the internet. Work identities which used to be established collectively and effortlessly now require active identity work to maintain.
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