The Business and Culture of Digital Games: Gamework and Gameplay

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SAGE, 06.04.2006 - 177 Seiten
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
 

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Inhalt

INTRODUCTION
1
Why use the term digital games?
3
Theoretical approach
4
Structure of the book
8
DIGITAL GAMES AS TEXT
11
Digital games as media text
20
Digital game genres
38
Summary
41
Summary
101
DIGITAL GAME PLAYERS GAME PLEASURES AND PLAY CONTEXTS
103
Digital game players and demographics
106
preferences and pleasures
112
Play contexts
124
Summary
128
NONENTERTAINMENT USES OF DIGITAL GAMES
129
Digital games and learning theories
130

DIGITAL GAMES AS CULTURAL INDUSTRY
43
The digital games industry as cultural industry
44
The structure of the games industry
52
Key trends in the digital games industry
66
Summary
73
GLOBAL NETWORKS AND CULTURES OF PRODUCTION
75
Global networks of production
76
The production process
79
Configuring and understanding game players
96
Digital games and learning in different contexts
132
Government promotion of media
142
Summary
144
CONCLUSION
147
Implications for social theory
154
References
159
Index
173
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Über den Autor (2006)

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

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