从“消费者”到“玩工”:电商内置游戏的用户留存机制与商业价值转化研究
From “Consumer” to “Playbour”: Research on the User Retention Mechanism and Commercial Value Transformation of Built-in Games in E-Commerce
摘要: 在互联网人口红利见顶、电商行业转向存量博弈的背景下,各大平台纷纷推出芭芭农场、多多果园等内置小游戏,以免费实物为饵抢占用户时间。本文综合运用“玩工”理论与福柯规训学说,剖析这类游戏如何通过时间切割、注意力引导与社交榨取三重机制,将普通消费者塑造为在娱乐中无偿劳动的“玩工”。研究发现,平台借此实现了流量再分配、数据资产积累、消费转化与社交裂变的四重商业闭环。然而,这种榨取模式正引发用户情感耗竭与社交透支,导致信任危机与品牌好感度下滑。据此,本文从尊重自主性、提升任务价值、拓展社会维度三方面提出治理路径,倡导平台从单向“榨取”走向价值“共生”,推动电商游戏生态的可持续转型。
Abstract: In the context where the population growth advantage of the internet has peaked and the e-commerce industry has shifted to a game of resource conservation, various platforms have launched built-in mini-games such as Baba Farm and Duoduo Garden, using free physical items as bait to seize users’ time. This article comprehensively applies the “Playbour” theory and Foucault’s theory of discipline to analyze how these games, through three mechanisms of time segmentation, attention guidance, and social exploitation, transform ordinary consumers into “Playbour” who labor for free in entertainment. The research reveals that the platforms have thereby achieved a quadruple commercial loop of traffic redistribution, data asset accumulation, consumption transformation, and social viral spread. However, this exploitation model is causing emotional exhaustion and social overdraw of users, leading to trust crises and a decline in brand favorability. Based on this, this article proposes governance paths from three aspects: respecting autonomy, enhancing task value, and expanding the social dimension. It advocates that platforms shift from one-way “exploitation” to value “coexistence”, promoting the sustainable transformation of the e-commerce game ecosystem.
参考文献
|
[1]
|
央视新闻. 视频丨我国网民规模达11.25亿人, 互联网普及率突破80% [EB/OL]. 2026-02-05. https://content-static.cctvnews.cctv.com/snow-book/index.html?item_id=14419245364821942797&toc_style_id=feeds_default&share_to=wechat&track_id=29616c7e-8bbc-40a5-a778-f300141fd4d4, 2026-06-05.
|
|
[2]
|
新浪新闻. 中国人民大学报告: 芭芭农场创新数字化助农机制, 每天送出超45万份优质农产品[EB/OL]. 2024-09-09. https://news.sina.cn/sx/2024-09-09/detail-incnpyik1834613.d.html?vt=4, 2026-06-05.
|
|
[3]
|
蒂齐亚纳·泰拉诺瓦, 杨嵘均, 曹秀娟. 免费劳动: 为数字经济生产文化[J]. 国外社会科学前沿, 2023(1): 53-69.
|
|
[4]
|
克里斯蒂安·福克斯. 数字劳动和卡尔·马克思[M]. 北京: 人民出版社, 2020.
|
|
[5]
|
尤里安·库克里奇, 姚建华, 倪安妮. 不稳定的玩工: 游戏模组爱好者和数字游戏产业[J]. 开放时代, 2018(6): 196-206.
|
|
[6]
|
[法]福柯. 规训与惩罚: 监狱的诞生[M]. 刘北成, 杨远婴, 译, 北京: 生活读书·新知三联书店, 2019: 27.
|
|
[7]
|
陈龙. “数字控制”下的劳动秩序——外卖骑手的劳动控制研究[J]. 社会学研究, 2020, 35(6): 113-135+244.
|
|
[8]
|
李胜蓝, 江立华. 资本的时间殖民: 数字劳动时间结构的实质及其反思[J]. 学习与实践, 2025(4): 21-30.
|
|
[9]
|
王治, 江文婷. 游戏化营销策略对消费者补偿性消费行为的影响[J]. 商业经济研究, 2024(14): 47-51.
|
|
[10]
|
王寅. 数字解放视阈下的数字剥削逻辑与本质意涵[J]. 内蒙古社会科学, 2026, 47(2): 45-53.
|
|
[11]
|
Yang, H., Wang, L., Hu, Z. and Li, D. (2024) Understanding the Failing of Social Gamification: A Perspective of User Fatigue. Electronic Commerce Research and Applications, 64, Article 101369. [Google Scholar] [CrossRef]
|
|
[12]
|
马俊峰, 赵海蕴. 平台资本主义对“玩劳动”的三重剥削探颐[J]. 贵州大学学报(社会科学版), 2024, 42(3): 1-10.
|
|
[13]
|
李雅卓, 陈秀娟. 基于用户的拼多多社交裂变式营销效果研究[J]. 传媒论坛, 2023, 6(15): 55-58.
|
|
[14]
|
Brehm, J.W. (1966) A Theory of Psychological Reactance. Academic Press.
|
|
[15]
|
Li, Y.L. (2025) User Participation under a Points-Based Incentive System: A Case Study of Taobao. In: Proceedings of the 5th International Conference on Internet Finance and Digital Economy, Harbin, 15-17 August 2025, 163-171.
|