Digital play : the interaction of technology, culture and marketing / Stephen Kline, Nick Dyer-Witheford and Greig de Peuter.

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Bibliographic Details
Main Author: Kline, Stephen
Other Authors: Dyer-Witheford, Nick, 1951-, De Peuter, Greig
Format: Book
Language:English
Published: Montréal ; London : McGill-Queen's University Press, 2003.
Subjects:

MARC

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245 1 0 |a Digital play :  |b the interaction of technology, culture and marketing /  |c Stephen Kline, Nick Dyer-Witheford and Greig de Peuter. 
263 |a 200307 
264 1 |a Montréal ;  |a London :  |b McGill-Queen's University Press,  |c 2003. 
300 |a 368 p. ;  |c 23cm. 
505 0 0 |g 1.  |t Paradox Lost: Faith and Possibility in the "Information Age" --  |g Pt. 1.  |t Theoretical Trajectories --  |g 2.  |t Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity --  |g 3.  |t An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism --  |g Pt. 2.  |t Histories: The Making of A New Medium --  |g 4.  |t Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960-1984 --  |g 5.  |t Electronic Frontiers: Branding the "Nintendo Generation," 1985-1990 --  |g 6.  |t Mortal Kombats: Console Wars and Computer Revolutions, 1990-1995 --  |g 7.  |t Age of Empires: Sony and Microsoft, 1995-2001 151 --  |g 8.  |t The New Cyber-City: The Interactive Game Industry in the New Millennium --  |g Pt. 3.  |t Critical Perspectives --  |g 9.  |t Workers and Warez: Labour and Piracy in the Global Game Market --  |g 10.  |t Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace --  |g 11.  |t Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience --  |g 12.  |t Sim Capital --  |t Coda: Paradox Regained. 
650 0 |a Video games  |x Social aspects  |9 631798 
650 0 |a Video games  |x Economic aspects  |9 797496 
700 1 |a Dyer-Witheford, Nick,  |d 1951-  |9 241670 
700 1 |a De Peuter, Greig.  |9 269300 
907 |a .b10779607  |b 03-10-17  |c 27-10-15 
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