Page 65 - 《社会》2026年第3期
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社会·2026·3

              as creative enthusiasm coupled with strong gamer identity. However, under
              increasingly modularized production practices, firms do not incorporate this
              subjectivity as a whole, but rather differentially mobilize or suppress its various
              dimensions. The article conceptualizes this mechanism as fragmented appropriation.
              Specifically, the high鄄intensity labor represented by gan(肝)is institutionalized and
              transformed into stable forms of overwork, while dimensions such as creative
              passion and gamer identity are suppressed. In response, developers adopt various
              coping strategies:some seek promotion in pursuit of more creative work, while
              others channel their creative passion into side projects, gradually withdrawing
              emotional investment from their daily labor. While existing research tends to treat
              subjectivity as a resource that can be mobilized as a whole, this article emphasizes
              the complexity and multidimensionality of subjectivity. It introduces the concept of
              fragmented appropriation to capture a mechanism that operates on distinct
              dimensions of subjectivity, distinguishing it from approaches that treat subjectivity
              as a unified whole. In doing so, this article reveals the operational logic, practical
              processes, and consequences of this mechanism, thereby advancing theoretical
              discussions on the interaction between labor subjectivity and labor control in creative
              labor research.
              Keywords:creative labor, labor subjectivity, labor process, video game industry,
              modular production




                一、 引言

               随着信息技术革命不断深入,中国数字经济规模持续扩张。 目前,
           中国已成为全球第二大游戏市场(Newzoo,2024),这一体量庞大的产业
           高度依赖于从事创造性劳动的游戏开发者。 与传统制造业不同, 在知
           识、技术与创意密集的产业中,劳动者在生产过程中投入的不仅是体力
           与技能, 更包括体验、 情感、 记忆与创造力( Lazzarato,1996;Florida,2003;
           McRobbie,2004;Ross,2004)。 在这种高度依赖主体性投入的劳动 形 态
           中,管理者需对劳动过程进行监督与约束,以把控生产的过程与结果,
           自主与控制之间因而形成了持续张力 ( Banks,2007;Hesmondhalgh and
           Baker,2011)。 在此之下,劳动主体性如何嵌入生产过程以及如何被组
           织与动员成为理解当代创造性劳动实践的关键问题。
               这一理论问题在中国游戏产业的生产实践中尤为凸显。 中国游戏


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