TECNOCULTURA, EXPERIENCIAS DE CONSUMO Y EL CONSUMIDOR GAMIFICADO

Autores/as

  • Renata Couto de Azevedo de Oliveira Unigranrio

DOI:

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

Palabras clave:

Tecnocultura, Gamificación, Trabajo inmaterial, Experiencia del consumidor, Capitalismo comunicativo

Resumen

Este ensayo asume que em el ámbito de la tecnocultura, que combina las tecnologías de la comunicación y la información (TCI) y su consumo, surge una nueva subjetividad: el consumidor gamificado. Sostenemos que algunas de las experiencias del consumidor vinculadas a las tecnologías de la información y la comunicación están guiadas por la gamificación, una herramienta que contribuye a la producción continua de contenidos por parte de los consumidores, fomentando la competencia y el desempeño y oscureciendo las relaciones laborales y de clase subyacentes. También proponemos que la gamificación actúa como una ideología que normaliza el trabajo inmaterial de los consumidores. Además, sugerimos que las experiencias gamificadas de consumo están asociadas a la permisividad, el exceso hedonista, el individualismo y también a las libertades personales, características de la sociedad del goce, sugiriendo la existencia de desarrollos más allá de los placeres que normalmente se esperan de las experiencias de consumo.

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Publicado

2023-04-23

Número

Sección

Ensaios