The Business and Culture of Digital Games: Gamework and Gameplay
Autor Aphra Kerren Limba Engleză Paperback – 17 mar 2006
The Business and Culture of Digital Games looks at:
-games as a new media form;
-the design, development and marketing of games;
-the use of games in public and private spaces.
Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.
Preț: 426.41 lei
Preț vechi: 501.65 lei
-15% Nou
Puncte Express: 640
Preț estimativ în valută:
81.60€ • 85.83$ • 67.98£
81.60€ • 85.83$ • 67.98£
Carte tipărită la comandă
Livrare economică 03-17 ianuarie 25
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9781412900478
ISBN-10: 1412900476
Pagini: 192
Ilustrații: 1
Dimensiuni: 156 x 234 x 11 mm
Greutate: 0.31 kg
Ediția:1
Editura: SAGE Publications
Colecția Sage Publications Ltd
Locul publicării:London, United Kingdom
ISBN-10: 1412900476
Pagini: 192
Ilustrații: 1
Dimensiuni: 156 x 234 x 11 mm
Greutate: 0.31 kg
Ediția:1
Editura: SAGE Publications
Colecția Sage Publications Ltd
Locul publicării:London, United Kingdom
Recenzii
"Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their globality, she says digital games must still attend to local cultural practices, tastes, and social structures if they are to succeed across the major markets. She set out to establish just how global and new digital games are, and to assess the findings in terms of previous media and social theories."
"I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information . . . this is a timely book that contributes much to the understanding of video games and the culture associated with them."
"I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information . . . this is a timely book that contributes much to the understanding of video games and the culture associated with them."
Cuprins
Introduction
Digital Games as Text
Digital Games as Cultural Industry
Global Networks and Cultures of Production
Digital Game Players, Game Pleasures and Play Contexts
Non-Entertainment Uses of Digital Games
Conclusion
Digital Games as Text
Digital Games as Cultural Industry
Global Networks and Cultures of Production
Digital Game Players, Game Pleasures and Play Contexts
Non-Entertainment Uses of Digital Games
Conclusion
Notă biografică
Aphra Kerr is Research Fellow at the Centre for Media Research at the University of Ulster and was previously Research Fellow at the Centre for Society, Technology and Media at Dublin City University
Descriere
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces.