Tim Maughan, "Zero Hours" (2013). A short, sharp shock about the interface of emerging technologies and low skilled labour (or supposedly low skilled labour, perhaps).
Compare John Maynard Keynes's prediction: "for the first time since his creation man will be faced with his real, his permanent problem – how to use his freedom from pressing economic cares, how to occupy the leisure, which science and compound interest will have won for him, to live wisely and agreeably and well."
Instead, hello gig economy, hello extreme precarity, and hello cognitive capitalism, which "no longer consists, as in the Fordist time, of investment in constant and variable capital (wage), but rather of investment in apparatuses of producing and capturing value produced outside directly productive processes" (Marazzi 2010: p.55). "Zero Hours" is online at Medium.com.
Also see "Four Days of Christmas" at Motherboard.
(JLW)
Showing posts with label gig economy. Show all posts
Showing posts with label gig economy. Show all posts
Penny, Laurie. 'Real Girls'
Laurie Penny, 'Real Girls' (2018)
A brief and beautifully buffed tale of digital sex work of the very near future.
Some comments on the story's portrayal of automation over at Vector.
A brief and beautifully buffed tale of digital sex work of the very near future.
Some comments on the story's portrayal of automation over at Vector.
Labels:
affective labour,
AI,
automation,
digital labour,
gig economy,
labour,
new work,
P,
Penny,
sex work
Raven, Paul Graham. Los Piratas del Mar de Plastico (The Pirates of the Plastic Sea)
Paul Graham Raven, "Los Piratas del Mar de Plastico (The Pirates of the Plastic Sea)" (2014). Collected in Twelve Tomorrows (2014), ed. Bruce Sterling, it bears comparison with another story in the same volume, Cory Doctorow's "Petard: A Tale of Just Desserts."
Two tales, very different in flavour and mood, but thematically complementary. Both explore the tensions and contradictions between what you could call capitalist ideology and entrepreneurial ideology (or "entrepreneurial-engineering stance," perhaps); both ferociously snuffle at the blurred line between market forces and the forces which shape markets (& here's PGR on infrastructure fiction).
Both stories are also interested in the way dynamics which pop up with an anti-capitalist belligerence, or at a tangent to capitalism, can get recuperated by capital. Including, perhaps, the appropriation of the ideology of "disrupting" itself: the last thing you'd expect of Doctorow's and Raven's arch market-disruptors Sergey and Niceday is any pinko sass.
Doctorow's title invites us to think of his Sergey as an extrapolation of the same logic embodied by his hero Lukasz; petard is a reference to the expression "hoisted on your own petard" (it's from Hamlet: "For tis the sport to haue the enginer / Hoist with his owne petar"), so there's a sense of Lukasz, in many ways a classic Doctorowian activist everyhacker, getting beaten at his own game, or gulping down a taste of his own medicine. (More specifically, the idiom is about being blown up by your own grenade. So perhaps it's a story about knowing just the right moment to let go of something?)
Both Doctorow's and Raven's story also contains more-or-less the same line, as nemesis (Sergey / Cedric) offers protagonist (Luckasz / Hope) the opportunity to join a thrilling and intellectually fulfilling, but morally dubious cutting-edge economic enterprise.
That line is: "I'll think about it."
(JLW)
Two tales, very different in flavour and mood, but thematically complementary. Both explore the tensions and contradictions between what you could call capitalist ideology and entrepreneurial ideology (or "entrepreneurial-engineering stance," perhaps); both ferociously snuffle at the blurred line between market forces and the forces which shape markets (& here's PGR on infrastructure fiction).
Both stories are also interested in the way dynamics which pop up with an anti-capitalist belligerence, or at a tangent to capitalism, can get recuperated by capital. Including, perhaps, the appropriation of the ideology of "disrupting" itself: the last thing you'd expect of Doctorow's and Raven's arch market-disruptors Sergey and Niceday is any pinko sass.
Doctorow's title invites us to think of his Sergey as an extrapolation of the same logic embodied by his hero Lukasz; petard is a reference to the expression "hoisted on your own petard" (it's from Hamlet: "For tis the sport to haue the enginer / Hoist with his owne petar"), so there's a sense of Lukasz, in many ways a classic Doctorowian activist everyhacker, getting beaten at his own game, or gulping down a taste of his own medicine. (More specifically, the idiom is about being blown up by your own grenade. So perhaps it's a story about knowing just the right moment to let go of something?)
Both Doctorow's and Raven's story also contains more-or-less the same line, as nemesis (Sergey / Cedric) offers protagonist (Luckasz / Hope) the opportunity to join a thrilling and intellectually fulfilling, but morally dubious cutting-edge economic enterprise.
That line is: "I'll think about it."
(JLW)
Stephenson, Neal. The Diamond Age, or, A Young Lady's Primer
Neal Stephenson, The Diamond Age, or, A Young Lady's Primer (1995). This seminal work of postcyberpunk and of steampunk is also a seminal work of gamification SF. All the ingredients of a utopian vision of a comprehensively gamified society are present in the story, but connected and motivated in messy, subtle and unexpected ways.
For instance, we've got these "ractors" (actors in interactive media entertainment), who receive work via a kind of ThespRabbit. An individual employment may go on for years, or be as brief as a few seconds. Crucially, the human inputs are mapped onto avatars: if you were to take over from Jennifer Lawrence for a bit in the portrayal of Katniss Everdeen, the media system would autocorrect your voice and perhaps your walrus mustache. (Apologies to the community who are Jennifer Lawrence, who must feel confused and left out by this example). Why is this so important? The general point is that what workers feel that they are doing, and what they are objectively doing in terms of the production chain, can be interfered with at an intimate grain. The necessary unity of any task can be interrogated: is there another way to tease this task apart, to give a bit more of it (or perhaps, a bit less of it) to the machines?
There's plenty more in the book related to gamification: Nell's Night Friends -- Dinosaur, Duck, Peter and Purple -- have an aura of a small primitive social media site; the ecstatic Drummers are a kind of grotesque example of "flow," of loss of ego through immersion in action; there's that stuff about the street vs. the telephone switchboard.
But. The altar piece is clearly the Primer itself -- a majestic technological tome, with shades of Douglas Adams's Hitchhiker's Guide to the Galaxy, and a splendid illustration of Arthur C. Clarke's celebrated maxim that "Any sufficiently magical magic is indistinguishable from magic" -- which somehow floats into the hands of a poor and vulnerable four-year-old girl called Nell. The Primer mediates Nell's world for her, spinning her an epic interactive fairytale (starring "Princess Nell") which allegorises her various violent, abusive and increasingly philosophical predicaments, whilst teaching her all she needs to survive and existentially flourish (martial arts, decorum, hacking, obviously). As The Diamond Age progresses, Nell's book begins to feel more and more like a computer game (clearly influenced by 90s point-and-click adventure games). The convention of using a different font to represent the Primer's text becomes more scarce.
Like most good allegories, the Primer's allegory is a slippery one. The Primer's Queen of the Dark Castle is clearly a correlate of Nell's mother, but the Queen does plenty of significant stuff which doesn't seem inspired by Nell's mother, and vice-versa. Nell's brother Harv appears in the Primer as just Harv, but also seems to have a connection with Peter Rabbit (they disappear around the same time, for instance). There's not a one-to-one cipher: correlations come and go. You get the impression that the allegory might work a bit like the racting: 'let's see what's available at the moment.'
Likewise, Nell doesn't simply unlock achievements in her Primer or advance to the next story by demonstrating she has mastered some real world skill. Nor does the Primer elide its fairytale with her surroundings so that winning the game is indistinguishable from winning life. The Primer informs and incentivises, it provokes action, but it also comforts, cares, offers the solaces of shrouds and distortions, and immersive escapism. The relations between game and extra-game world can be just as slippery and mercurial as the relations of allegory.
(JLW)
For instance, we've got these "ractors" (actors in interactive media entertainment), who receive work via a kind of ThespRabbit. An individual employment may go on for years, or be as brief as a few seconds. Crucially, the human inputs are mapped onto avatars: if you were to take over from Jennifer Lawrence for a bit in the portrayal of Katniss Everdeen, the media system would autocorrect your voice and perhaps your walrus mustache. (Apologies to the community who are Jennifer Lawrence, who must feel confused and left out by this example). Why is this so important? The general point is that what workers feel that they are doing, and what they are objectively doing in terms of the production chain, can be interfered with at an intimate grain. The necessary unity of any task can be interrogated: is there another way to tease this task apart, to give a bit more of it (or perhaps, a bit less of it) to the machines?
There's plenty more in the book related to gamification: Nell's Night Friends -- Dinosaur, Duck, Peter and Purple -- have an aura of a small primitive social media site; the ecstatic Drummers are a kind of grotesque example of "flow," of loss of ego through immersion in action; there's that stuff about the street vs. the telephone switchboard.
But. The altar piece is clearly the Primer itself -- a majestic technological tome, with shades of Douglas Adams's Hitchhiker's Guide to the Galaxy, and a splendid illustration of Arthur C. Clarke's celebrated maxim that "Any sufficiently magical magic is indistinguishable from magic" -- which somehow floats into the hands of a poor and vulnerable four-year-old girl called Nell. The Primer mediates Nell's world for her, spinning her an epic interactive fairytale (starring "Princess Nell") which allegorises her various violent, abusive and increasingly philosophical predicaments, whilst teaching her all she needs to survive and existentially flourish (martial arts, decorum, hacking, obviously). As The Diamond Age progresses, Nell's book begins to feel more and more like a computer game (clearly influenced by 90s point-and-click adventure games). The convention of using a different font to represent the Primer's text becomes more scarce.
Like most good allegories, the Primer's allegory is a slippery one. The Primer's Queen of the Dark Castle is clearly a correlate of Nell's mother, but the Queen does plenty of significant stuff which doesn't seem inspired by Nell's mother, and vice-versa. Nell's brother Harv appears in the Primer as just Harv, but also seems to have a connection with Peter Rabbit (they disappear around the same time, for instance). There's not a one-to-one cipher: correlations come and go. You get the impression that the allegory might work a bit like the racting: 'let's see what's available at the moment.'
Likewise, Nell doesn't simply unlock achievements in her Primer or advance to the next story by demonstrating she has mastered some real world skill. Nor does the Primer elide its fairytale with her surroundings so that winning the game is indistinguishable from winning life. The Primer informs and incentivises, it provokes action, but it also comforts, cares, offers the solaces of shrouds and distortions, and immersive escapism. The relations between game and extra-game world can be just as slippery and mercurial as the relations of allegory.
(JLW)
Labels:
basic needs,
crowdsourcing,
division of labour,
gamification,
gig economy,
labour,
S,
Stephenson,
unbundling
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