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:
Table of Contents:
  • 1. Paradox Lost: Faith and Possibility in the "Information Age"
  • Pt. 1. Theoretical Trajectories
  • 2. Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity
  • 3. An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism
  • Pt. 2. Histories: The Making of A New Medium
  • 4. Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960-1984
  • 5. Electronic Frontiers: Branding the "Nintendo Generation," 1985-1990
  • 6. Mortal Kombats: Console Wars and Computer Revolutions, 1990-1995
  • 7. Age of Empires: Sony and Microsoft, 1995-2001 151
  • 8. The New Cyber-City: The Interactive Game Industry in the New Millennium
  • Pt. 3. Critical Perspectives
  • 9. Workers and Warez: Labour and Piracy in the Global Game Market
  • 10. Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace
  • 11. Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience
  • 12. Sim Capital
  • Coda: Paradox Regained.
Availability

City Campus

  • Call Number:
    794.8 KLI
    Copy
    Available - City Campus Main Collection
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