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ISSN 0869-5377
Author: Payal Arora

Arora Payal

PhD in Language, Literacy and Technology, Associate Professor at the Department of Media and Communication of the Erasmus School Of History, Culture and Communication of the Erasmus University Rotterdam. Address: PO Box 1738, 3000 DR Rotterdam, Netherlands. E-mail:


The Leisure Factory: Production in the Digital Age / Logos. 2015. № 3 (105). P. 88-119
annotation:  This paper leverages on parallel pursuits in changes in organizational space and cultures and private-sector appropriation of social media spaces to frame the relationship between the architecture of work space and that of play. In the contemporary innovation-obsessed economy, a new corporate culture is needed, sensitized to workers’ larger well-being. Work spaces have undergone tremendous change, as employers’ understanding of what counts as productivity has evolved. Some companies are focusing on the very space within which such talent can be nurtured—the office. Pool tables, volleyball courts, video game parlours, pianos, ping-pong tables, and yoga stations are becoming a signature of these new labor landscapes. The less regulating, confining and spatially predictable a work environment is, the more likely it is to generate new ideas and enhance performance. These new labor geographies are not confined to the material sphere. A decade ago, corporations’instinctive response to social media within the work domain was to sue business-bashing employees to cease and desist. Today, corporations are realizing that these digital leisure terrains can benefit them. We see businesses extending their presence virtually on sites conventionally demarcated for online social and leisure purposes. The rise of digital labor posits a challenge in the design of work spaces better adapted to a temporal, diverse and sporadic global labor market. Furthermore, gamification has become a new buzzword for labor landscapes driven by the belief that by infusing game dynamics into the work culture, it enhances employee engagement and problem-solving efficacy
Keywords:  cognitive labor; leisure; technologies; internet collaboration; crowd-sourcing

Payal Arora

Associate Professor, Department of Media and Communication,
Erasmus School of History, Culture and Communication (ESHCC), Erasmus University Rotterdam, Postbus 1738, 3000 DR Rotterdam, Netherlands.


Re-imagining Digital Leisure Networks Through Global Cities: A Metaphorical Journey / Logos. 2019. № 1 (128). P. 85-129
annotation:  This paper examines the globalization and cosmopolitanism of digital leisure networks through the metaphor of urban parks within global cities. It makes the case for a more inclusive ecology of public leisure space by dismantling conventional boundaries between the park and the city. The article uses the metaphor of global cities to emphasize the hierarchies in digital leisure networks. These global cities function as command centers and as magnets for workers in the industrial, creative, and leisure fields. They also attract privileged groups as well as temporary and migrant laborers. Similarly, not all social networking sites share the same power and influence. While new information and communication technologies are eroding the boundaries between reality and fantasy, the real and the virtual, we should not forget that many of the world’s inhabitants reside in a pre-digital world and constitute an invisible community that has somehow slipped past the database that seemed to be omnipresent.
Poverty, rural conditions, criminality, and perversion are accorded scant attention within the larger discourse on globalization through the internet and its leisure counterpart, the recreational social networks. In terms of the metaphor, this neglect would be much like studying cities without noting the vast slums in which as many as half of their inhabitants live, work and play. This paper offers a dialectical and metaphorical journey in order to make conceptualization of the city and the park, leisure and labor, and the virtual and the material richer by encompassing more of the marginal and the diverse.

Keywords:  globalization of the internet; city parks; metaphor; global city; digital leisure networks
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