Digital Play: The Interaction of Technology, Culture, and Marketing

Digital Play: The Interaction of Technology, Culture, and Marketing

Author
Stephen KlineNick Dyer-WithefordGreig de Peuter
Publisher
McGill-Queen's University Press
Language
English
Year
2003
Page
376
ISBN
9780773571068
File Type
pdf
File Size
3.7 MiB

In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

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