This article investigates how the gamification of labor and the logic of ludic capitalism are reshaping the experience of time, performance, and well-being among young people. Drawing on qualitative and quantitative data from a comparative study, it focuses on the increasing use of free time for work-related activities such as training, second jobs, and productivity planning. The findings reveal that over half of respondents report blurred boundaries between work and leisure, with emotional consequences including guilt when resting, anxiety about “wasting time,” and pride in overworking. These dynamics are interpreted through the theoretical lenses of Han, Bazzani, Chicchi, and Zuboff, highlighting the internalization of performance, the gamification of everyday life, and the role of digital platforms in normalizing continuous labor. The article concludes by calling for renewed attention to the right to rest, and for further research into alternative models of time, value, and productivity that prioritize well-being over optimization.

Fassola, D. (2025). Gamification, Ludic Capitalism, and the Erosion of Free Time in Youth Labor Cultures [10.6092/UNIBO/AMSACTA/8443].

Gamification, Ludic Capitalism, and the Erosion of Free Time in Youth Labor Cultures

Fassola Davide
Primo
2025

Abstract

This article investigates how the gamification of labor and the logic of ludic capitalism are reshaping the experience of time, performance, and well-being among young people. Drawing on qualitative and quantitative data from a comparative study, it focuses on the increasing use of free time for work-related activities such as training, second jobs, and productivity planning. The findings reveal that over half of respondents report blurred boundaries between work and leisure, with emotional consequences including guilt when resting, anxiety about “wasting time,” and pride in overworking. These dynamics are interpreted through the theoretical lenses of Han, Bazzani, Chicchi, and Zuboff, highlighting the internalization of performance, the gamification of everyday life, and the role of digital platforms in normalizing continuous labor. The article concludes by calling for renewed attention to the right to rest, and for further research into alternative models of time, value, and productivity that prioritize well-being over optimization.
2025
Fassola, D. (2025). Gamification, Ludic Capitalism, and the Erosion of Free Time in Youth Labor Cultures [10.6092/UNIBO/AMSACTA/8443].
Fassola, Davide
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/1030150
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