The Business and Culture of Digital Games - Kerr, Aphra; - Prospero Internet Bookshop

The Business and Culture of Digital Games: Gamework and Gameplay
 
Product details:

ISBN13:9781412900478
ISBN10:1412900476
Binding:Paperback
No. of pages:192 pages
Size:234x156 mm
Language:English
0
Category:

The Business and Culture of Digital Games

Gamework and Gameplay
 
Edition number: 1
Publisher: SAGE Publications Ltd
Date of Publication:
 
Normal price:

Publisher's listprice:
GBP 37.99
Estimated price in HUF:
19 944 HUF (18 995 HUF + 5% VAT)
Why estimated?
 
Your price:

15 956 (15 196 HUF + 5% VAT )
discount is: 20% (approx 3 989 HUF off)
Discount is valid until: 31 December 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
 
Availability:

 
  Piece(s)

 
Short description:

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.

Long description:
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.

"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."

Table 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