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Eludamos: Journal for Computer Game Culture
The article argues that the most consequential AI systems depend on keeping human users continuously engaged. It frames this engagement as unpaid labor that feeds corporate data networks.
Gamified Flow and the Sociotechnical Production of AI argues that the most consequential artificial intelligence systems depend on keeping human users continuously engaged, and that this engagement is itself a form of unpaid labor that feeds corporate data networks. Drawing on Csikszentmihalyi's concept of flow, Dow Schüll's work on compulsive design, and Deleuze's theory of control societies, the work frames gamification as an apparatus that blurs the boundary between work and play. Platforms such as Fortnite's Battle Pass and gig-economy services including Uber, Lyft, Airbnb, and Amazon Mechanical Turk serve as its central illustrations, with drivers and other workers often describing trance-like states that keep them productively absorbed.
The central thesis is that AI progress rests less on transhuman leaps in machine intelligence than on the sustained, largely uncompensated participation of people. The author points to DeepMind's AlphaStar, trained on StarCraft II replays generated by human players, as an example of how systems that appear autonomous are in fact built on human-generated behavioral data. Lyft's own financial disclosures, which emphasize retaining drivers, are cited as evidence that human participation remains indispensable and that predictions of imminent full automation are overstated.
The analysis concludes that these arrangements sustain productive subjectivity and inequality without altering ownership structures, so value extraction continues even as platforms present themselves as neutral technology. The implication is that the distribution of value created by users, rather than purely technical advancement, is the decisive question for designing AI systems going forward. The surrounding literature, spanning game industry debates over loot boxes, smart city and privacy critiques, sharing economy scholarship, and Virilio's theory of speed and acceleration, provides the broader context for these claims about attention, engagement, and gamified labor.
Eludamos: Journal for Computer Game Culture · 2026
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