Muutke küpsiste eelistusi

E-raamat: Video Game Policy: Production, Distribution, and Consumption

Edited by (Swinburne University of Technology, Australia), Edited by (Worcester Polytechnic Institute, USA)
  • Formaat - EPUB+DRM
  • Hind: 61,09 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Acknowledgments ix
Introduction 1(10)
Steven Conway
Jennifer De Winter
SECTION I Intellectual Property, Privacy, and Copyright
1 Laws of the Game: Intellectual Property in the Video Game Industry
11(16)
Mark Methenitis
2 Digital Locks, Labor, and Play in Canada's Copyright Policy: Filtering Power through Configurations of Game Development
27(15)
Owen Livermore
3 The Princess Doesn't Leave the Castle: How Nintendo's WiiWare Imprisons Indie Game Design
42(12)
Theo Plothe
4 Policies, Terms of Service, and Social Networking Games
54(17)
Stephanie Vie
SECTION II Rating Systems and Cultural Politics
5 E(SRB) Is for Everyone: Game Ratings and the Practice of Content Evaluation
71(14)
Judd Ethan Ruggill
Ken S. McAllister
6 Games for Grown-Ups?: An Historical Account of the Australian Classification System
85(13)
Steven Conway
Laura M. Crawford
7 Rockstar versus Australia
98(15)
Mark Finn
8 Play Britannia: The Development of U.K. Video Game Policy
113(18)
Ren Reynolds
SECTION III Violence in Video Games
9 Re-conceptualizing Game Violence: Who Is Being Protected and from What?
131(15)
Gareth Schott
Frans Mayra
10 Playing around with Causes of Violent Crime: Violent Video Games as a Diversion from the Policy Challenges Involved in Understanding and Reducing Violent Crime
146(15)
James D. Ivory
Adrienne Holz Ivory
11 Banning Violent Video Games in Switzerland: A Public Problem Going Unnoticed
161(15)
Michael Perret
12 Toxic Gamer Culture, Corporate Regulation, and Standards of Behavior among Players of Online Games
176(17)
Thorsten Busch
Kelly Boudreau
Mia Consalvo
SECTION IV Politics and Regulations
13 The Right to Play in the Digital Era
193(13)
Tom Apperley
14 Against the Arcade: Video Gaming Regulation and the Legacy of Pinball
206(11)
Carly A. Kocurek
15 Curt Schilling's Gold Coins: Lessons for Creative Industry Policy in Light of the 38 Studios Collapse
217(13)
Randy Nichols
16 The Ban on Gaming Consoles in China: Protecting National Culture, Morals, and Industry within an International Regulatory Framework
230(14)
Bjarke Liboriussen
Andrew White
Dan Wang
17 Regulating Rape: The Case of RapeLay, Domestic Markets International Outrage, and Cultural Imperialism
244(15)
Jennifer De Winter
Afterword 259(12)
Ashley S. Lipson
List of Contributors 271(6)
Index 277
Steven Conway is a convenor and lecturer in the area of Games & Interactivity at Swinburne University of Technology, Australia.

Jennifer deWinter is Associate Professor of Rhetoric and faculty in the Interactive Media and Game Design program at Worcester Polytechnic Institute, USA.