Digital play the interaction of technology, culture, and marketing / Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter.
| Author/creator | Kline, Stephen |
| Other author | Dyer-Witheford, Nick, 1951- |
| Other author | De Peuter, Greig. |
| Format | Electronic |
| Publication Info | Montréal ; London : McGill-Queen's University Press, |
| Description | x, 368 p. : ill. ; 23 cm. |
| Supplemental Content | Full text available from Ebook Central - Academic Complete |
| Subjects |
| Contents | Paradox lost: faith and possibility in the "information age" -- Media analysis in the high-intensity marketplace: the three circuits of interactivity -- An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism -- Origins of an industry: cold warriors, hackers, and suits, 1960-1984 -- Electronic frontiers: branding the "Nintendo generation," 1985-1990 -- Mortal Kombats: console wars and computer revolutions, 1990-1995 -- Age of empires: Sony and Microsoft, 1995-2001 -- The new cyber-city: the interactive game industry in the new millenium -- Workers and Warez: labour and piracy in the global game market -- Pocket monsters: marketing in the perpetual upgrade marketplace -- Designing militarized masculinity: violence, gender, and the bias of game experience -- Sim capital. |
| Bibliography note | Includes bibliographical references (p. [331]-355) and index. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Genre/form | Electronic books. |
| LCCN | 2004556554 |
| ISBN | 0773525432 |
| ISBN | 0773525912 (pbk.) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Electronic Resources | Access Content Online | ✔ Available |