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  • This article examines the racialization of informational labor in machinima about Chinese player workers in the massively multiplayer online role playing game World ofWarcraft. Such fan-produced video content extends the representational space of thegame and produces overtly racist narrative space to attach to a narrative that, whilecarefully avoiding explicit references to racism or racial conflict in our world, is premised upon a racial war in an imaginary world*the World of Azeroth. This profiling activityis part of a larger biometric turn initiated by digital culture’s informationalization of thebody and illustrates the problematics of informationalized capitalism. If late capitalism ischaracterized by the requirement for subjects to be possessive individuals, to make claims to citizenship based on ownership of property, then player workers are unnatural subjects in that they are unable to obtain avatarial self-possession. The painful paradox of this dynamic lies in the ways that it mirrors the dispossession of information workers in the Fourth Worlds engendered by ongoing processes of globalization. As long as Asian ‘‘farmers’’ are figured as unwanted guest workers within the culture of MMOs, user-produced extensions of MMO-space like machinima will most likely continue to depict Asian culture as threatening to the beauty and desirability of shared virtual space in the World of Warcraft.

Dernière mise à jour depuis la base de données : 20/07/2025 13:00 (EDT)

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