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 InfoMontréal ; London : McGill-Queen's University Press,
Descriptionx, 368 p. : ill. ; 23 cm.
Supplemental ContentFull 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 noteIncludes bibliographical references (p. [331]-355) and index.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2004556554
ISBN0773525432
ISBN0773525912 (pbk.)

Availability

Library Location Call Number Status Item Actions
Electronic Resources Access Content Online ✔ Available