The Business and Culture of Digital Games: Gamework and GameplaySAGE, 18.03.2006 - 192 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-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. 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. |
Inhalt
1 | |
11 | |
Chapter 3 Digital Games as Cultural Industry | 43 |
Chapter 4 Global Networks and Cultures of Production | 75 |
Chapter 5 Digital Game Players Game Pleasures and Play Contexts | 103 |
Chapter 6 NonEntertainment Uses of Digital Games | 129 |
Chapter 7 Conclusion | 147 |
References | 159 |
173 | |
Andere Ausgaben - Alle anzeigen
The Business and Culture of Digital Games: Gamework and Gameplay Aphra Kerr Eingeschränkte Leseprobe - 2006 |
The Business and Culture of Digital Games: Gamework and Gameplay Aphra Kerr Keine Leseprobe verfügbar - 2006 |
Häufige Begriffe und Wortgruppen
Aarseth academics analysis approach Atari chapter complex computer games console games console segment contexts core costs creative cultural industries defined Deutsche Bank development companies digital game play digital game players digital games industry Economies of scope economy emerged Entertainment Software Association Espen Aarseth example explore film Forfás game design game development game genres game studies gamers gender global hardware image provided courtesy important increasingly interactive involved ital games Japan Kerr Kline learning licence ludologists male media industries media texts Microsoft mini games MMOGs narrative theories narratologists negotiate networks Nintendo one’s online games particular PC games percent perspective platforms playing digital games PlayStation pleasures potential production cycle production process Programmer publishers range relationship retail role simulation skills small number social Sony space Spacewar strategies structure surveys technologies television theorists third-party developers tion Ubisoft understand users video games Xbox