To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
THE LEISURE FACTORY: PRODUCTION IN THE DIGITAL AGE
Payal Arora
Erasmus University Rotterdam
Abstract
This paper examines changes in contemporary organizational spaces and cultures. We confront
private-sector appropriation of social media spaces, specifically in the architecting of workspace
through play, both digitally and materially. Such a focus is essential to gain insight into the role
of leisure in fostering productivity, innovation and creativity in the workplace today. This paper
examines how business geographies extend to and influence social media spaces as they strive to
realign the labor and leisure domain for innovation and employee satisfaction. The paper
positions this trend historically by examining how leisure space has been legitimized to increase
productivity. Such an examination highlights the implication of instrumentalizing play in the
architecting of work environments. In other words, this paper addresses the 21st century of
business spatial design, materially and virtually, and how it relates to the changing perspectives
on labor, leisure and innovation in work cultures.
Introduction
Work defines us. Play liberates us from these definitions. This conventional wisdom is
continuously readdressed as our meaning for both work and play transforms over time. Every
society is driven by a vision of social life and, intrinsic to this template, lays the intertwined
architectures of labor and leisure terrains. For instance, workspaces have undergone a
tremendous change as employers have evolved in their understanding of what counts as
productivity. In this innovation-obsessed economy, the common wisdom among many
companies is that to attract the best talent, a new corporate culture is needed, sensitized to the
workers’ larger well-being. Some companies are focusing on the very space within which such
talent can be nurtured –the ‘office.’ The typical grey cubicle infrastructure is making way for a
different work environment. Pool tables, volleyball courts, video game parlors, pianos, PingPong tables, and yoga stations are becoming a signature of these new labor landscapes (Kjerulf,
2009). Bicycles, scooters, and slides enable employee movement. Play is infused in the design
and shaping of the reception area and boardrooms. The individual company gives way to an
ecology of corporations situated in park spaces, resembling a university campus (Daskalaki,
Starab & Imasa, 2008). From the cubicle to the hammock, there appears to be a shift in
perception among some key companies on what counts as a productive space in today’s business
market. It isn’t surprising that creative and technology industries like Pixar, Apple and Google
have embraced the re-architecting of their corporate settings to resemble play spaces (Chang,
2006). Innovation is their business: The less regulating, confining and spatially predictable a
work environment is, it is believed that it will be more likely to generate new ideas and enhance
performance. These corporate parks share more with the ethos of public parks than the signature
office, simulating a place that is relatively free from typical business routine and least marked by
institutional pressures and the ordering of practice.
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
These new labor geographies are not confined to the West. Emerging markets have risen
dramatically in the last decade and are becoming less viewed as back-offices and blue-collar
workspaces and more as drivers of today’s global economy (Vaidyanathan, 2008). They are
entering the world of business innovation, luring an increasingly global, cross-cultural and
diasporic employee base. We see this manifested in ambitious new corporate designs of work
spaces, be it the Infosys campus in Mysore, India, that serves as a green oasis for its employees
to the impressive Shanghai Huawei Technologies Corporate Campus embedded in a lush wetland
landscape, “typical of the strong corporate identity connecting the workplace and nature.” Most
of these companies are part of a larger industrial, science, or technology park where the
concentration of expertise and knowledge is being promoted for regional development
(Goldstein & Luger, 1990). This appropriation of leisure space is not endemic to these niche
industries. It is becoming more commonplace among diverse private-sector entities, including
the healthcare record industries. Epic Systems is a good example: situated across 800 acres of
former farmland near Madison in Wisconsin, it supplies electronic records for large healthcare
providers like the Cedars-Sinai Medical Center in Los Angeles, the Cleveland Clinic, and Johns
Hopkins Medicine in Baltimore. On entering this work environment, one is struck by the
eccentric and playful atmosphere created through their choice architecture.
The push to move the nation from paper to electronic health records is serious business.
That’s why a first look at the campus of Epic Systems comes as something of a jolt. A
treehouse for meetings? A two-story spiral slide just for fun? What’s that big statue of the
Cat in the Hat doing here? Don’t let these elements of whimsy fool you. (Freudenheim,
2012, p.2)
Their incentive to design their corporate office in the manner of a play space was to “draw
programmers who might otherwise take jobs at Google, Microsoft or Facebook.” Hence, we
come to an understanding of how productivity, creativity and innovation are tied to the spatial
context within which they arise.
Jason Fried, an emerging technology guru and co-author of ‘Rework’ (2010), pontificates about
new ways to conceptualize working and creating. He attacks the sacred domain of the office,
underlying its irrelevance in a society that hungers for creative-capital. In the initial decade of
social media, corporations panicked (and still do to a large extent) about the infiltration of leisure
into work. Corporate reaction manifested in litigious reactions to these micro-deviances. Fried
believes that corporations are deeply misguided, “Facebook and Twitter aren’t the real problems
in the office. The real problems are what I like to call the M&Ms, the Managers and the
Meetings.” Businesses are missing the point, he feels. Their focus should be on the current
design of corporate space that often undermines real work through the embedded structure of
repetitive business practices. After extensive interviews with numerous professionals, research
found that most people got their work done when not at the office.
Companies spend billions on rent, offices, and office equipment so their employees will
have a great place to work. However, when you ask people where they go when they
really need to get something done, you'll rarely hear them say it's the office… I don't
blame people for not wanting to be at the office. I blame the office.
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
A decade ago, corporations’ instinctive and sole response to social media within the work
domain was to sue online business-bashing employees. We were inundated with headlines of
companies taking employees to court for posting a negative comment on Facebook or Twitter.
Today, the situation is more complicated: Corporations are realizing the implications of these
disputes on public relations. They are also becoming aware of the fact that these digital leisure
terrains can benefit them if used strategically. Large corporate giants like Microsoft, once the
nemesis of social media, is today an enthusiastic host to more than 1,000 in-house web logs
where workers can offer opinions on everything from astrology to C++ programming (Gely &
Bierman, 2007). “We see blogging as a great opportunity” says Sanjay Parthasaratby, Microsoft's
corporate vice president, “we get greater insight into what is going on with key technologies
inside the company.” Blogging has become so popular at Microsoft that the company offers a
web clearinghouse to highlight its various blogs and bloggers. Other companies like American
Airlines are using blogs to give employees more channels to management. At IBM, employees
from 30 countries use blogs to discuss software development projects and business strategies.
Hot Topic, a 690 store retail chain, recently launched an internal social site for employees to
share ideas and data.
We see businesses virtually extending their presence on sites conventionally demarcated for
online social and leisure purposes such as Blogger, Twitter and Facebook (Hermann, 2006). As
seen in the examples above, there is also a tendency to create walled gardens for employees, so
companies can closely monitor and architect features that are conducive to their unique settings.
This is seen as enabling the restructuring of the top-down private-sector model to a more
employee-driven and client-oriented culture. Further, web zones like LinkedIn are seen to
facilitate networks and collaborations among employees and companies, the intent being that
such connectivity of ideas and people will proliferate new ways of thinking and doing in the
business sector (Guerrier & Adib 2003). Interestingly, LinkedIn’s digital space has transformed
over the years and resembles more a social and leisure venue now than a utilitarian space that
fosters work connections. The rise of digital labor adds a new dimension wherein people across
nations work on a project and are paid for their creative input (Howe, 2006). This posits a
challenge to the design of workspaces as they cater to a temporal, diverse and sporadic global
labor market. Furthermore, ‘gamification’ has become a new buzzword for labor landscapes. By
infusing game dynamics into the work culture, this trend is expected to enhance employee
engagement and problem solving.
In this paper we explore a number of parallel pursuits. We examine changes in organizational
spaces and cultures. We confront private-sector appropriation of social media spaces, specifically
the architecting of workspace and that of play, both digitally and materially. Such a focus is
essential to gain insight into the role of the leisure commons in fostering productivity, innovation
and creativity in the workplace. This paper examines how business geographies extend to and
influence social media spaces as they strive to realign the labor and leisure domain for
innovation and employee satisfaction. The paper positions this trend historically by examining
how leisure space has been legitimized to increase productivity. Such an examination highlights
the implication of mobility in the architecting of work environments. In other words, this paper
addresses the 21st century architecting of business spaces, materially and virtually, and how it
relates to the changing perspectives on labor, leisure and innovation in work cultures.
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
BLURRING THE LABOR AND LEISURE TERRAIN
The historical struggle for leisure in the labor landscape
Leisure has traveled quite a way to gain credibility. Puritans lost their grip on the worldview of
‘leisure as sin’ particularly during the industrial era in the second half of the eighteenth century.
The utilitarian mantra, ‘an idle mind is a devil’s workshop’ gave way to the popular proverb, ‘all
work and no play, makes Jack a dull boy.’ This was a revolutionary shift in human perspective,
but did not arise without a struggle. The reputed historian Roy Rosenzweig best known for his
book, ‘Eight Hours for What We Will’ (1983: 1), poignantly captured the uphill battle of the
labor movement for an eight-hour workday and the subsequent rise of more urban leisure spaces
such as public parks.
On December 2, 1889, hundreds of trade unionists paraded through the streets of
Worcester in a show of strength and determination. ‘Eight Hours for Work, Eight Hours for
Rest, Eight Hours for What We Will’ declared a banner held high by local carpenters…the
actual quest for ‘eight hours for what we will’ reverberated through the labor struggles of
the late nineteenth and early twentieth centuries. As a compositor who told the US Senate
Committee on Relations between Labor and Capital in 1883: ‘A workingman wants
something besides food and clothes in this country…he wants recreation. Why should not a
workingman have it as well as other people?’ And in industrial communities across
America workers fought not only for the right to time and space for leisure but also for
control over the time and space in which that leisure was to be enjoyed.
Undoubtedly the labor movement contributed to this shift in perspective on the labor-leisure
relationship and work culture. At the same time, there was also recognition from management
that productivity at work was enhanced by leisure in social life (Roberts 2006). Leisure was
found to have a legitimate role after all.
That said, leisure was defined as that which was not work, or that which was in relation to or a
product of work. In other words, leisure existed to serve labor or labor existed to produce leisure
but the “twain were believed to not meet - leisure and labor are two sides of man's shield; both
protect him. Labor enables him to live; leisure makes the good life possible’” (Woody 1957: 4).
This perspective has its roots far back, as evinced through Aristotle’s observation on the
relationship between these two domains, stating that, “we labor in order to have leisure” (in
Rosenzweig 1985: 31). Clear dichotomies were laid out in the conceptualizing of these two
realms: Work was a necessity that served utilitarian ends, while leisure was a luxury that was
earned through labor. As prosperity grew in the industrial nations, leisure became a more central
preoccupation. From the ‘labor for the many, leisure for a few’ thinking of feudal times, the new
phenomenon of the modern era was the massification and democratization of leisure. In his book
‘Leisure in Contemporary Society’ (2006: 57), Kenneth Roberts extrapolated the pervasive
perspective of the mid 1900s of spillover and compensation that linked labor and leisure.
Two main kinds of work-leisure relationship were identified…the first was spillover,
where work-based relationships, interests, social and technical skills spread into leisure. A
common example given was white-collar workers who were able to use occupational skills
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
in running voluntary associations. A less attractive spillover was said to be the workers
with routine, mundane, mind-numbing jobs whose mentalities were so stunted that they
were content to spend most of their leisure being passively entertained. The second type of
work-leisure relationship was compensation, where individuals used their free time to seek
experiences they could not obtain at work. An example frequently offered was the desk
bound executive who played sport in the evenings and at weekends. Another was
individuals who were denied opportunities to display initiative at work who used their
leisure to demonstrate their autonomy ostentatiously.
While this framing appears outdated particularly in wealthy service economies, it arguably can
be applied to the substantive youthful workforce in emerging markets like China and India. A
recent article in The Economist (May 11, 2013) highlights the fact that India itself will soon
account for a fifth of the world’s largest working-age population, stuck in the industry sector of
routinized and mind-numbing jobs. Hence, while boundaries between leisure and labor continue
to stay relatively firm, what transformed is how these entities occupy space in people’s lives.
Leisure seems to be expanding into a range of activities and social spaces, while work continues
to be demarcated in its sacrosanct box.
In the United States, for instance, between 1890 and 1940, Fischer (1994) found that American
leisure grew exponentially, even during the Great Depression era of the 1920s and1930s.This is
particularly interesting as the popular conception of leisure is correlated to economic security,
where higher classes have more access to leisure (Veblen 1899; Florida 2003). While no doubt
there is evidence to support this perspective, it is still just one part of a larger matrix of leisurelabor relations. Looking across cultures and contexts, one finds that in spite of lower financial
status, poor communities carve opportunities for leisure to sustain their cultural and social capital
(Hutchison 1988; Marshall et al. 2007; Snir and Harpaz 2002).
Despite this evidence, we see current policies in the global South reflect an archaic notion of
labor-leisure relations among the poor. Numerous economic development plans to create digital
access for the poor rests on the premise that this demographic will use new media spaces for
utilitarian and work-related ends (Arora, 2012). Several schemes have risen for farmers to be
able to check crop prices online, for women to access healthcare information and for the youth to
find employment. However, a number of field studies (Rangaswamy & Toyoma, 2006; Ganesh,
2010; Arora, 2010) have revealed that contrary to these expectations, the poor in the global
South appear more aligned with the typical user of the global North in their usage of new media.
This body of research has found that the poor dominantly use these platforms for socializing,
gaming, consuming popular media and pornography. I have argued in prior texts about this
matter, pushing for the examining of leisure within the highly instrumental biased worldview of
international development:
The neoliberal view espouses that the poor will ‘leapfrog’ conventional and chronic
barriers for higher socio-economic mobility. Yet, if equity between the ‘Third’ and ‘First’
World is to be achieved, we should expect that the poor, just as the rich, the rural, just as
the urban, folk, will use computers for ‘frivolous’ and ‘trivial’ purposes. One can argue
that this persisting tension stems from a morality of poverty where the pragmatic and
ameliorative are the main benchmarks concerning Third World computing. After all, the
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
field of ICT4D emerged and arguably continues to be rooted in postcolonial discourse and
practice with a focus on necessities for human and social development. Yet, through this
narrowed lens, we can miss the actual engagements and ingenious strategies that the poor
employ to cope and escape from their current plight. Entertainment is a key tool here with
class taking a backseat. (Arora, 2012: 5)
Yet, while the degree of leisure consumption pervades across diverse social categories, there are
often distinct differences in the nature of practice. This diversity often stems from the unique
social and historical contexts within which these groups reside. Take, for example, the ongoing
discussion of why, when it comes to work and leisure, there are such distinct differences between
the United States and Europe. A report by the National Bureau of Economic Research concludes
that a combination of tax systems, labor laws and other structural mechanisms shape the
perspectives towards these two entities:
Our punch line is that Europeans today work much less than Americans because of the
policies of the unions in the seventies, eighties and part of the nineties and because of labor
market regulations. Marginal tax rates may have also played a role, especially for women's
labor force participation, but our view is that in a hypothetical competitive labor market
without unions and with limited regulation, these tax increases would not have affected
hours worked as much. Certainly micro evidence on the elasticity of labor supply is
inconsistent with a mainly tax based explanation of this phenomenon, even though ‘social
multiplier effects’ may ‘help’ in this respect. (Alesina, Glaeser and Sacerdote 2005: 30).
Another perspective can be found through the feminist approach to this dichotomy. Here, ‘work’
in the industrial sense is seen as problematic, negating informal domestic labor and its lack of
financial remuneration (Henderson 1996). It is argued that women’s leisure becomes an invisible
act, as it is not tethered to the typical work domain, and that women experience leisure in their
own diverse and expansive ways. Contrary to conventional thinking where the ‘modern’ replaces
the ‘traditional’ lifestyle and mindset as per the Gesellschaft for Gemeinschaft model (Tonnies
[1887] 2002), it was found that many new leisure behaviors augmented old ways of experiencing
leisure rather than uncritically replacing them.
Leisure has come into its own and more attention is being paid to its varied dimensions. Yet
questions abound: Is leisure becoming more commoditized and commercialized? Is it more a
private affair than a public activity? Is it more organized than informal in nature? In some sense,
leisure has gained centrality and become an entity in its own right. Perhaps so much so that one
can argue that the pendulum has swung to the other side, where leisure has generated much
attention (and at times fear) with regard to its role in business spaces and practices (Tapscott
2009). At the heart of this momentum is the promise (or threat) of new media to exponentially
scale and invade established work cultural norms, potentially destroying the boundaries between
labor and leisure. Should we be threatened by this blurring of borders?
Constant busyness: exploitation or liberation?
In this mobile telecommunication culture, we witness entanglement as people find ways to
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
incorporate leisure in their work life and work in their leisure time (du Gay, 1996). Conventional
work patterns are being challenged because of new media affordances. Digital platforms allow
for the breaking away from the 9 to 5 workday and the possibility for part-time and remote
workers not indigenous to the company’s location (Gershuny, 2005). While these new
technology spaces have allowed for the de-anchoring of the employee from the work place, they
have entrenched the worker in a cycle of constant, albeit intermittent laboring. This has fed into
the already growing commuting and outsourcing work cultures and the creation of an ‘always
on’ employee and work ethic. We find ourselves in an era of busyness where a clear demarcation
of spaces for work and leisure has blurred with the rise of the ‘thumb generation,’ savvy
‘netizens’ who are at the constant beck and call of their clientele and supervisors (Buckingham &
Willett, 2006). Capitalistic notions of efficiency and productivity are manifest in the Blackberry
generation, paving way for a work culture that is immediate and constant. The addiction to
continually check updates on our mobile devices became so commonplace that in 2006
‘crackberry’ became the winner of the 2006 Word-of-the-Year contest by Webster Dictionary.
While we can recognize that the pace of social life has changed due to new media technologies,
some claim it is for the better and some for the worse.
As the middle class expands, as choices increase, as mobility and access widen through new
technologies, expectations of the type of labor people are willing to engage in have begun to
shift. Emphasis is placed on being ‘authentic’ to oneself by creating coherence between our work
and leisure lives. In this perceived individualistic age, “people are encouraged to ‘know
themselves’, ‘be themselves’ and ‘be true to themselves’ especially through their leisure
activities” (Guerrier & Adib 2003, p.1401). One can argue that the ideal ‘job’ is constructed
around its proximity to leisure and social and intellectual enrichment, stimulating personal
satisfaction. Certain corporations are now seeing the benefits of leisure to enhance innovation
and creativity at the workplace and are shaping their corporate geographies to reflect this newly
embraced work culture. The main difference between the industrial and the digital age is in the
popular conception of leisure where, in the former leisure was to supplement labor while in the
latter leisure is interwoven with labor. As this blurring gets complicated with the infusion of new
media technologies, the element of choice to engage within specific contexts aids us in
demarcating these practices as more leisure or labor-oriented.
In her much read blog apophenia, the social media scholar Danah Boyd recently posted on the
dilemma of defining work in a networked world. She reflects on the fact that she has lost “all
sense of where the boundaries lie” in determining whether she is working or playing. She
questions how to make sense of this blurring of boundaries that grows increasingly complex in
the digital age. She recognizes that the extent of control the person has on their ‘space, place, and
time’ is indeed a mark of privilege. Narration of her daily routine gives us a glimpse of how her
privilege plays out:
Today, I have my dream job. I'm a researcher who gets to follow my passions, investigate
things that make me curious. I manage my own schedule and task list. Some days, I wake
up and just read for hours. I write blog posts and books, travel, meet people, and give
talks. I ask people about their lives and observe their practices. I think for a living. And
I'm paid ridiculously well to be thoughtful, creative, and provocative. I am doing
something related to my profession 80-100 hours per week, but I love 80% of those
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
hours. I can schedule doctor's appointments midday, but I also wake up in the middle of
the night with ideas and end up writing while normal people sleep. Every aspect of my
life blurs. I can never tell whether or not a dinner counts as "work" or "play" when the
conversation moves between analyzing the gender performance of Game of Thrones and
discussing the technical model of Hadoop. And since I spend most of my days in front of
my computer or on my phone, it's often hard to distinguish between labor and
procrastination. I can delude myself into believing that keeping up with the New York
Times has professional consequences but even I cannot justify my determination to
conquer Betaworks' new Dots game (shouldn't testing new apps count for something??).
Of course, who can tell if my furrowed brow and intense focus on my device is workfocused or not. Heck, I can't tell half the time.
It is worth keeping in mind that this association of busyness with the privileged domain was not
always so. If we go back to the nineteenth century ‘man of leisure,’ the signal of the wealthy
class was to be able to have much time at one’s disposal. The classic text by Thorstein Veblen
‘Theory of the Leisure Class’ (1915) was well ahead of its time, underlying the critical point that
leisure was in fact a social construction and that due to the specificities of the context of the time,
it served as an important signifier of upper social status.
Ironically, today busyness seems to have transplanted leisure, serving a similar purpose.
Interestingly, in present day contexts where work time has reduced, the feeling of busyness
seems to be all pervasive as people report being ‘on’ all the time. Jonathan Gershuny from the
Center of Time Use Research (2005) tackles this paradox of busyness by emphasizing the
affective in this process. In other words, there has been a remarkable shift in the social value of
constantly working, often resulting in the feeling of busyness. There is an implicit aspiration to
be immersed in constant laboring, equating this to higher social status. Gershuny reminds us that
this feeling can just as well apply to intense and constant leisure activity.
As we shift gears to the context of emerging markets, my own fieldwork in the rural Central
Himalayas has documented numerous events where busyness is thrust upon citizens, cutting
across class sectors. Busyness, akin to a social virus, is found everywhere, even in the rural
domain. There is a disjuncture in the conventional relationship between class and busyness.
While there appears to be a drive to capitalize on time, it seems to be for a host of practices,
including that of leisure. People in rural cybercafés are immersed in the ritual of busyness and
within this sphere, practices of dating, socializing, and creative play surfaces. Rather than labor,
one frequently encounters leisure activity. In resource poor contexts, much time accrues due to
systemic breakdowns of socio-technical infrastructures. There is a dominant expectation that
people will capitalize on their time more productively. Yet, what was witnessed was that people
found ways to occupy themselves simultaneously with the mundane and the creative, for labor as
well as for leisure.
New technology was meant to liberate us from work. And it did. It also freed us up for more
labor (Levine, 2005). There seems to be a circular pattern of effectively managing our complex
lives with the aid of new technologies. With that comes an acceleration of lifestyle with little
room to pause and ponder. The sociologist and feminist Judy Wajcman (2008) argues against the
popular discourse of time-space compression and expresses deep skepticism about this
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
determined pace of social life in this supposed post-modern society. Much like the ‘industrial
revolution’ that promised a ‘leisure revolution,’ she points out that new media technologies seem
to threaten us with an age of acceleration and scarcity of time and leisure. Instead, we need to
look at the quality of leisure and how that differs among diverse social groups and contexts. Such
a focus creates a more nuanced and rich discussion. For instance, looking along the gender lines,
the quality of leisure differs in two important respects…‘pure’ and ‘interrupted’ leisure, we
show that men enjoy more leisure time that is uninterrupted (that is, unaccompanied by a
second activity). Women’s leisure, by contrast, tends to be conducted more in the presence
of children and subject to punctuation by activities of unpaid work. In addition, the average
maximum duration of episodes (blocks of time) of pure leisure is longer for men (that is,
that women’s leisure is more fragmented into periods of shorter duration than men’s). It
seems reasonable to assume then that women’s leisure time may be less restorative than
men’s. (p. 66)
She leaves us with some strong advice on how to approach this subject, namely, she argues we
should stay away from a deterministic perspective. We should rather focus on how people
collectively appropriate digital platforms to take control and create a labor-leisure balance that is
suited to their contexts and needs. While no doubt there is a new media focus to this book, the
spatial, historical and socio-cultural angle continues to play central in this investigation. Here we
should ask: to what extent is busyness associated with ordinary, routine action? Is busyness
primarily an outcome and state of work? Does busyness primarily lend itself to fragmentation of
sociality? The bottom line being, can technologically induced busyness serve as a platform for
sociality, cultural and creative activity? As we shift contexts, we gain a wider and more complex
understanding of the role new media platforms play in busyness. In these global times, we also
should consider how busyness weaves into the staid dichotomy of leisure and labor.
WORK CULTURES & ‘PLAYBOR’ GEOGRAPHIES
Hobby Farming and Free labor
Hard labor can be quite pleasurable. Certain leisure domains demand a concerted and continued
effort for sustenance. The cultural geographer Hayden Lorimer (2005) brings to attention the
historical practice of ‘hobby farming’ and how it was seen as distinctly different from
agriculture. While the latter was clearly regarded as tedious labor, the former was immersed in
the ideal of green space, romanticizing the act of cultivation as a deeply pleasurable,
collectivistic and authentic act. In other words, labor here was associated with the “passionate,
intimate and material relationships with the soil, and the grass, plants and trees” (p. 86). While
the effort could be the same in both domains, the element of choice converted tedium into
euphoria. Veblen’s conceptual framing of ‘exploit’ as a form of play is useful in capturing the
essence of difference between these two types of laboring. While work in the context of hobby
farming is not by any means pure play, it does indicate that embracing challenges and taking on
labor wholeheartedly underlines the passage of exploit becoming enjoyable. Therefore, the
motive that drove these efforts for the hobby farmer was “other than profit, such as pleasure or
amenity, and he [sic] is not, therefore, dependent on agriculture for a living” (Davis, 1953: 83).
Historically, hobby farming has been associated with the construction of a moral landscape, of
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
exercising one’s humanity through the materiality of hard earned labor.
In today’s digital realm, the act of voluntarily contributing work to the creation and sustenance of
social network spaces, including that of online gaming communities, is coined as ‘free labor’
(Scholz, 2013). Often done collectively and driven by the democratic ideal, these laborious acts
together fuel what is termed the ‘gift economy.’ In the heady days of Web 2.0, this was
celebrated as a communitarian vision where disparate individuals came together to donate their
time and energy into the making of a vibrant online space of social value. The reward is
dominantly affective and moralistic, being part of a larger whole and productively contributing to
a digital and cultural commons, for the people and by the people. In their book, ‘Wikinomics:
How Mass Collaboration Changes Everything’ (2006), Tapscott and Williams express deep
optimism for this new labor landscape that created the much loved platform of Wikipedia. This
digital domain continues to serve as an example of mass free labor manifesting in a new world
vision and altruistic humanity. It serves as proof that one can organize without an overarching
organization dictating work terms and conditions. Another book that fed into this frenzy of the
time was Charles Leadbeater’s ‘We-Think. Why Mass Creativity Is the Next Big Thing.’
Through this lens, consumers can also be producers, and leisure morphs into a form of work.
Hence, from this perspective, hobbyists, part-timers, and dabblers are at last legitimized in their
efforts as new media topographies provide them ample opportunities to exercise their amateurexpertise and talent for the market (Howe 2006).
Problems arise when such unremunerated and ideal efforts unwittingly become the resource and
profit for companies. For instance, what happens when hobby farmers transform a piece of open
space into a productive landscape and find companies and the state usurping their efforts? These
virgin territories have been carefully nurtured to serve as an alternative vision to the corporate
agricultural model of mass commercialism and disengagement with the land. Similarly, in the
Internet context, we are noticing the monetization of free labor, a type of work that stemmed to
serve not the corporate but the digital commons. The fruits of such collective cultural labor, “has
been not simply appropriated, but voluntarily channeled and controversially structured within
capitalist business practices” (Terranova, 2003, p. 37). Time and again, we see the masses
waking up to the fact that their labor has in fact generated profit for someone else.
Understandably, this creates a backlash. As early as 1999, American Online (AOL) thrived on
the dedication of fifteen thousand ‘volunteers,’ who painstakingly contributed to the design and
management of this digital space. Over time, a feeling of being in a ‘digital sweatshop’
permeated this group culture, resulting in a request to the Department of Labor to investigate
whether AOL owed them back wages for years of free chat hosting. This is not the only example
of a platform that gained value through unpaid inhabitants toiling to shape their cultural space.
Recently, we see major tensions on several digital leisure platforms. From Couchsurfing to
Second Life to Flickr, the collective that once enthusiastically nurtured these digital landscapes
are emerging as a labor union of sorts, demanding that their efforts and membership be
recognized. The long standing community of Couchsurfing, a global network of people who host
each other when travelling and organize various social events, recently had tensions flare as
some of their key members were censored for being too critical of the new design. This resulted
in the Facebook page ‘Censorship on Couchsurfing.’ While indeed, most of its six million
members are unaware and disengaged from this protest, it is well understood that it is this core
membership that sustains its grassroots spirit. This is partly due to the fact that in 2011, this non10
To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
profit organization became a venture capital-backed startup company. From the backpacker
reciprocal culture, it now feels more commercially oriented, much like that of Facebook and
others that push their corporate agenda to increase profit.
This commodification of communalism is just one aspect of the story. Say for instance, hobby
farmers do decide to allow pleasure and profit to live side by side. There is still the issue of what
their rights and responsibilities are as part-time workers in this larger agricultural politics. This is
in line with questions regarding the recent trend of crowdsourcing through platforms such as
Mechanical Turk. Within this web-based work environment, people with hobbies and skills come
to fulfill micro tasks that are offered by a plethora of companies. While they are compensated,
they are underpaid, and are not protected by the usual institutional structures of mandatory health
insurance and minimum wage (Scholz, 2013).
To these currently pressing issues, Jose van Dijck and David Nieborg (2009) lend a nuanced
perspective that is neither indiscriminate condemnation nor blind celebration. They critically
analyze the way businesses have leveraged on these social impulses and the desire to contribute
to a larger whole. In doing so, they push us to ask astute questions such as: What are cultural
goods? Who owns mass produced /created cultural goods? At what levels does collaboration
occur? Is innovation the sustenance of today’s business? To what degree are amateurs creating
value for the company? They point out that we cannot assume that businesses and consumers are
in alignment in their interests and benefits. Instead, it is a constant negotiation of the shared
space and cultural practice, as both parties in some sense need each other. The more
indispensable a terrain becomes for the user, the more likely they will continue to (often
reluctantly) pay rent via their free labor. But, due to the politics of agency, these dynamics have a
way of shifting. Activism and utopianism foster new digital and urban commons that are more
aligned with contemporary and ideally improved visions of social life.
Factory Gardens, social visionaries and emotional labor
Work for work’s sake is hardly inspirational. We are constantly seeking and extracting meaning
from our places of employment. When we toil, we also dream. We dream of belonging to a
larger cause and embedding ourselves in terrains of self-expression. The business sector has
often risen to the occasion to shape this progressive social vision. In the industrial era of the
nineteenth century, leisure was already being viewed as a potential tool to motivate and mobilize.
Chris Rojek, the prolific scholar on leisure studies, reminds us that the modern question of
leisure in our work life was not just driven by workers demanding more freedom from their
chores or statesmen with a new utopic dream to sell. It was also driven by industries that were
beginning to believe that productivity was intrinsically tied to leisure practice. With institutional
involvement came the codification of acceptable and unacceptable leisure and the regulation of
free time and behavior. In an age of increasing urbanization, nineteenth century industrialists and
the state were concerned about losing control over the socialization of the working class.
Providing ‘normal’ leisure spaces became fundamental to channeling angst and enhancing
emotional intelligence, a quality tied closely to competence.
What we now call emotional intelligence and emotional labor gradually becomes so
critical and insistent on the performance of competent behavior that it compromises the
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notions of ‘time off, choice, and freedom.’ Even the practice of ‘chilling’ today is a
performance activity that requires an acceptable setting, codes of representation and the
social paraphernalia of coding and representation that signifies the suspension of
pecuniary enterprise and industry (Rojek, 2010: 85)
Back in the 1880s, a new type of designed green space appeared in the industrial landscapes of
Europe and the USA – the factory pleasure garden and recreation park. (Chance, 2012: 1602).
Across nations, the sweeping reforms of the public domain caught the imagination of dominant
industrialists, particularly that of urban parks. They sought to hire the very architects who were
instrumental in designing parks to extend such aesthetics to work arenas. The park designs of
two companies - Cadbury Brothers at Bournville, UK and the National Cash Register Company,
Dayton, Ohio, USA – became role models for the development of corporate recreation spaces
that continued to be influential through the 1960s. Viewed as ‘recreational welfare capitalism,’
the efforts of carving park spaces around factories were seen by corporate visionaries to add
“economic, social and cultural value to the company by contributing to a more healthy, stable
and productive workforce and enhancing the company’s profile in the local and public realm”
(p.1603).
This modeled the labor landscape to resemble public leisure grounds, and accommodated the
plural needs of the workers, including that of women and their children in the factory place.
Thereby, playgrounds were built near the factory. Small promenades were created for workers to
rest and take a stroll and carved green niches allowed picnicking and socializing. Much like how
Web 2.0 has become the buzzword of today’s digital corporate architectures, urban parks served
a similar purpose, signaling modernity in the workplace. These intervening moments of rest paid
off: Factory parks gained evidence of economic gains due to increased worker productivity, and
leisure within these spaces began to be viewed as more a duty and part of work provisions.
Likewise, employees were beginning to see it as their fundamental right. Some went as far as to
involve the factory workers in the planning and design of these park structures. This co-creation
was meant to symbolize the progressive nature of the company and create a sense of worker
ownership, loyalty and personalization that was believed to benefit the bottom line.
Leisure space can enhance productivity in these domains. It can also instill personalization,
immersion and company loyalty. We can witness this vision in the embracing of social network
sites and blogs in today’s digital corporate territory. There is belief that social media spaces open
up new ways to foster social capital, collaboration and bonding among employees in the work
place (Gely & Bierman, 2007). This comes at a time where there is deep concern about rampant
social isolation felt at work. Due to a marked decline of peer-support, social isolation is known to
have increased substantively since the 1980s: “in 1985, about thirty-percent of people had at
least one confidant among their co-workers. That proportion fell to eighteen-percent in 2004”
(p.297). In fact, as more time is being spent at the workplace, virtual networks have come to be
seen as extended corporate spaces to foster employees’ social connectedness and sense of
community. The goal here is to nurture emotional wellbeing, which is seen as fundamental to the
larger functioning of the employee. Take for instance the trend of social isolation in the United
States as a context:
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
As Americans are marrying later, divorcing more often, and living alone more, work may
be becoming the new center of American community, and we may be transferring our
community ties from the front porch to the water cooler…There is hope that internet
technologies – and blogs in particular – can decrease social isolation in today’s
workplace by strengthening weak ties between co-workers. (p. 299)
Expectations for these digital platforms are growing: employees are expected to reach out and
connect with one another, facilitate a collaborative corporate culture, make business processes
more efficient through outsourcing and recruiting, and improve employee training and general
communication across the workplace (Kaupins & Park, 2011; Leader-Chivee & Cowan, 2008).
These platforms are seen to offer opportunities for employees to demonstrate their intellectual
capital and become visible to the management. In turn, corporate leaders can gauge employee
motivation and satisfaction faster and respond quicker to labor unrest. Twitter, for instance, has
gained a soft spot with many corporate executives as it serves as a friendlier platform to monitor
and track projects and share critical and timely knowledge and expertise among employees
(Rapoza, 2009). Furthermore, there is hope that sustained engagements within these platforms
can strengthen organization culture and deepen loyalty to the company brand. Apple is an
excellent case in point: its blog and Facebook Group called Apple Students have demonstrated
tremendous success in maintaining a fan base, pushing the boundaries of what is possible in the
branding of a company.
However, we should not forget that initially, companies did not enthusiastically embrace digital
leisure platforms, particularly at their onset. Even in the industrial era, there were strong social
movements and grassroots activism by workers fighting for their freedom to leisure within the
labor domain. The hired hands gave great weight to small measures like taking breaks during
work to rest, relax and socially connect with others. Work life was a substantive part of social
life and was thereby seen as necessary to expand the humane boundaries by blurring labor and
leisure needs. This created substantial pressure for social reform. Some companies were ahead of
the curve, recognizing that this was not necessarily a threat to production. Rather, if it were
strategically constructed, it could be harnessed for their economic ends. The win-win solution
was their new mantra. Coming into alignment with the workers perspective and catering to their
emotional need for leisure was seen as a smart move. Today, 65 percent of employees in Europe
report that their everyday work life includes social networking. In general, two-thirds of
employees in Europe feel that their companies are more transparent and more open because of
the adoption of social networks. By country, Germany has the highest adoption rate and Great
Britain the lowest (McGrath, 2010). In the United States, more large companies than small and
medium enterprises (SMEs) use social media tools.
While the business sector at large recognizes the opportunities to use new media platforms, there
continues to be deep concerns. These leisure grounds, be it within the factory gardens or digital
networks, can also invite unwanted behavior like the formation of labor unions and company
sabotage by sharing of trade secrets, intentionally and unintentionally. Thereby, there is ongoing
surveillance of employee activity and behavior within these supposed free social spaces. For
instance, most companies in the Fortune 500 are taking advantage of the opportunities of
Facebook. However, if we delve deeper, this is taking place at a peripheral level as corporations
are posting mainly news releases and mission statements, being very careful of the nature of
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
information being shared within these spaces (McCorkindale, 2010). More than three-quarters of
these Facebook pages did not have any recent news or updates in the mini-feed. A recent study
found that only 37 of the Fortune 500 companies maintained corporate blogs, most embracing a
conventional one-way communication strategy (Cho & Huh, 2010). Employees here seem to
police themselves, either by barely participating or by superficially engaging within these
domains. In 2008 and 2009, phishing attacks on social networking sites soared to 164 percent. In
a survey with senior marketing executives, almost 20 percent of them reported being victims of
online scams and phishing attacks aimed at hijacking their company’s brand names. Hence,
while leisure networks are seen as important in the shaping of contemporary business cultures as
decentralized and emancipative spaces for labor, there are undoubtedly challenges (Castells,
Hardt, & Negri, 2001).
The construction of these corporate leisure domains is hardly an exact science. The manipulation
of workspace has utilitarian and symbolic repercussions: hierarchies and linear thinking can be
embedded in the design and shaping of business spaces, and can lead to a culture of control and
privileging efficiency over creativity (Daskalaki, Starab & Imasa, 2008). Earlier research on
organization culture has focused on how spatial arrangements and physical architectures can
reveal aspects such as power relations, company values and management styles (Henley, 1977).
Research highlights the emotive aspects evoked by corporate structures as essential to their
design (Urry, 1995). The aesthetics of corporate terrain can serve as powerful emblems of the
private sector and the state (Guillen, 1997). For example, in the 1970s, modernist architecture
signaled a new era of scientific advancement and elicited faith in the new corporate and state
agenda. In later studies however, there has been more emphasis on the co-creative approach to
these spaces, giving more weight to employee and customer agency:
These behavioral or functionalist approaches have been challenged by more constructivist
views that utilize the notion of ‘appropriation’ to demonstrate how users of space
participate in giving meaning to a space. That is, according to constructivist approaches,
the individuals do not only use (or populate) space but also co-construct it and in effect
have opportunities to subvert or divert it from its pre-conceived basis. (Daskalaki, Starab
& Imasa, 2008, p.50)
Of course, these relations shift and evolve as social engagements, policies, and economies
transform, compelling us to view these spatial enactments as dynamic. Hence, the focus should
be less about spatial outcomes on corporate culture and more about recognizing the nature of
boundaries formed between the leisure and labor realm, employee and employer interaction, and
the spectrum of policy interventions; all of these come together to create an existing
organizational culture. While spatial structures of companies can be prescriptive, homogenous,
dominating and regimented, users of such space have the potential and ability to defy, play,
circumvent and modify such terrains to create a new space different from the intended corporate
design (Legge, 2005).
To conclude, new media technologies offer new ways of spatializing living, working and
playing. Historically and until today, leisure is associated with “constructs such as freedom,
release, fun and choice; work with constructs such as compulsion, routine and restriction”
(Guerrier & Adib, 2003, p. 1399). As mentioned above, these strong demarcations between work
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To cite: Arora, P. (2015). The Leisure Factory: Production in the Digital Age. LOGOS, (3), 88119.
and play have been attributed as a product of the industrial age. It is not new to relate work
productivity to the physical environment. From blue-collar environments such as factories to the
white-collar desk job, it is now commonly understood that the way workspace is organized has
social impact on employee performance, attitude, and teamwork. Granted, these new media
topologies can improve communication and cooperation between workers, but they also
introduce new ways to control and divide labor; “the capitalist mode of production is
characterized in a fundamental way by the contradiction between competition and cooperation”
(Hermann, 2006: 65). Nowadays, more organization’s networks are becoming highly moderated
and monitored within what constitutes as corporate ‘walled gardens,’ protective enclaves for
corporate activity. Generally seen, large companies focus on internal social networks while
SMEs use more external social networking tools. Hence, rather than oppose this growing and
popular trend, many companies are now examining a range of ways in which they can architect
and regulate leisure networks at the workplace that can satisfy both the employee and the
employer.
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