TECNOCULTURA, EXPERIÊNCIAS DE CONSUMO E O CONSUMIDOR GAMIFICADO

Autores

  • Renata Couto de Azevedo de Oliveira Unigranrio

DOI:

https://doi.org/10.25113/farol.v10i27.6676

Palavras-chave:

Tecnocultura, Gamificação, Trabalho Imaterial, Experiência de Consumo, Capitalismo Comunicativo

Resumo

Este ensaio pressupõe que no âmbito da tecnocultura, que associa as tecnologias de comunicação e informação (TCI) e o seu consumo, desponta uma nova subjetividade: o consumidor gamificado. Argumentamos que algumas das experiências de consumo vinculadas às tecnologias da informação e comunicação são pautadas pela gamificação, ferramenta que contribui para a contínua produção de conteúdo pelos consumidores, incentivando a competição e o desempenho e obscurecendo as relações subjacentes de trabalho e de classe. Propomos também que a gamificação atua como ideologia que normaliza o trabalho imaterial dos consumidores. Além disso, sugerimos que as experiências gamificadas de consumo estão associadas à permissividade, ao excesso hedonista, ao individualismo e também às liberdades pessoais, características da sociedade do gozo, sugerindo a existência de desdobramentos para além dos prazerosos que normalmente são esperados das experiências do consumidor.

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Publicado

2023-04-23

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