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E-raamat: Digital Play: The Interaction of Technology, Culture, and Marketing

  • Formaat: 376 pages
  • Ilmumisaeg: 26-May-2003
  • Kirjastus: McGill-Queen's University Press
  • Keel: eng
  • ISBN-13: 9780773571068
  • Formaat - PDF+DRM
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  • Formaat: 376 pages
  • Ilmumisaeg: 26-May-2003
  • Kirjastus: McGill-Queen's University Press
  • Keel: eng
  • ISBN-13: 9780773571068

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Kline (Simon Fraser University) and Dyer-Witheford (University of Western Ontario) trace the development of the video/computer gaming subculture and industry, then examine contradictions within the interactive game industry: a tension between enclosure and access in technology; a divergence between violence and variety culturally; and a marketing rift between commodification and free play. Distributed by Cornell University Press Services. Annotation (c) Book News, Inc., Portland, OR (booknews.com)

Arvustused

"The authors are to be commended for undertaking this major history of the video game in our contemporary global economy. I am impressed with their research, and the arguments are convincingly developed using careful textual analysis and powerful graphic illustrations". Timothy W. Luke, Department of Political Science, Virginia Polytechnic Institute and State University /// "A useful and timely intervention into debates surrounding new technologies and emerging forms of economic and social configurations and cultural practices." Kevin Dowler, Graduate Programme in Communication and Culture, York University

Muu info

A uniquely critical study of video gaming that blends perspectives from political economy, cultural studies, and communications theory.
Illustrations
vii
Acknowledgments ix
Paradox Lost: Faith and Possibility in the ``Information Age''
3(24)
PART ONE THEORETICAL TRAJECTORIES
27(52)
Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity
30(30)
An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism
60(19)
PART TWO HISTORIES: THE MAKING OF A NEW MEDIUM
79(114)
Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960--1984
84(25)
Electronic Frontiers: Branding the ``Nintendo Generation,'' 1985--1990
109(19)
Mortal Kombats: Console Wars and Computer Revolutions, 1990--1995
128(23)
Age of Empires: Sony and Microsoft, 1995--2001
151(18)
The New Cyber-City: The Interactive Game Industry in the New Millennium
169(24)
PART THREE CRITICAL PERSPECTIVES
193(101)
Workers and Warez: Labour and Piracy in the Global Game Market
197(21)
Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace
218(28)
Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience
246(23)
Sim Capital
269(25)
Coda Paradox Regained 294(5)
Notes 299(32)
Bibliography 331(26)
Index 357