Digital play : the interaction of technology, culture and marketing / Stephen Kline, Nick Dyer-Witheford and Greig de Peuter.
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Format: | Book |
Language: | English |
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Montréal ; London :
McGill-Queen's University Press,
2003.
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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.