Fr. 69.00

Business and Culture of Digital Games - Gamework and Gameplay

English · Paperback / Softback

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Description

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Informationen zum Autor 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 Klappentext 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. Zusammenfassung 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. Inhaltsverzeichnis 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

List of contents

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

Report

"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." Reference & Research Book News 20061010

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