The Business and Culture of Digital Games: Gamework and GameplaySAGE, 06/04/2006 - 177 من الصفحات 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-theorized, aspect of our media environment. |
المحتوى
INTRODUCTION | 1 |
Why use the term digital games? | 3 |
Theoretical approach | 4 |
Structure of the book | 8 |
DIGITAL GAMES AS TEXT | 11 |
Digital games as media text | 20 |
Digital game genres | 38 |
Summary | 41 |
Summary | 101 |
DIGITAL GAME PLAYERS GAME PLEASURES AND PLAY CONTEXTS | 103 |
Digital game players and demographics | 106 |
preferences and pleasures | 112 |
Play contexts | 124 |
Summary | 128 |
NONENTERTAINMENT USES OF DIGITAL GAMES | 129 |
Digital games and learning theories | 130 |
DIGITAL GAMES AS CULTURAL INDUSTRY | 43 |
The digital games industry as cultural industry | 44 |
The structure of the games industry | 52 |
Key trends in the digital games industry | 66 |
Summary | 73 |
GLOBAL NETWORKS AND CULTURES OF PRODUCTION | 75 |
Global networks of production | 76 |
The production process | 79 |
Configuring and understanding game players | 96 |
Digital games and learning in different contexts | 132 |
Government promotion of media | 142 |
Summary | 144 |
CONCLUSION | 147 |
Implications for social theory | 154 |
References | 159 |
173 | |
طبعات أخرى - عرض جميع المقتطفات
عبارات ومصطلحات مألوفة
Aarseth 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 economy emerged Entertainment Software Association Espen Aarseth example explore film Forfás Game Boy Advance game design game development game genres game studies game theorists gamers games as texts gender global hardware IGDA image provided courtesy important increasingly interactive ital games Japan Kerr Kline learning licence ludologists male media industries media texts Microsoft mini games MMOGS narrative theories narratologists negotiate networks Nintendo 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 Spacewar strategies structure surveys technologies television TerKeurst third-party developers tion Ubisoft understand users video games Xbox