The Business and Culture of Digital Games - Kerr, Aphra; - Prospero Internetes Könyváruház

The Business and Culture of Digital Games

Gamework and Gameplay
 
Kiadás sorszáma: 1
Kiadó: SAGE Publications Ltd
Megjelenés dátuma:
 
Normál ár:

Kiadói listaár:
GBP 161.00
Becsült forint ár:
84 525 Ft (80 500 Ft + 5% áfa)
Miért becsült?
 
Az Ön ára:

67 620 (64 400 Ft + 5% áfa )
Kedvezmény(ek): 20% (kb. 16 905 Ft)
A kedvezmény érvényes eddig: 2024. december 31.
A kedvezmény csak az 'Értesítés a kedvenc témákról' hírlevelünk címzettjeinek rendeléseire érvényes.
Kattintson ide a feliratkozáshoz
 
Beszerezhetőség:

Becsült beszerzési idő: A Prosperónál jelenleg nincsen raktáron, de a kiadónál igen. Beszerzés kb. 3-5 hét..
A Prosperónál jelenleg nincsen raktáron.
Nem tudnak pontosabbat?
 
  példányt

 
Rövid leírás:

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.

Hosszú leírás:
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."

Tartalomjegyzék:
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