Digital play: the interaction of technology, culture, and marketing

Digital play: the interaction of technology, culture, and marketing

Author
Stephen Kline, Nick Dyer-Witheford, Greig de Peuter
Publisher
McGill Queen University Press
Language
English
Edition
1
Year
2003
Page
378
ISBN
0773525912, 9780773525917, 0773525432, 9780773525436, 077357106X, 9780773571068
File Type
pdf
File Size
4.0 MiB

Digital Play offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its current status as a $20 billion global cultural industry. Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter systematically debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences. They reveal that the ascent of this new communications industry has been anything but smooth and inevitable. From Atari to Microsoft, Space Invaders to The Sims, the authors uncover the successive crises that forced game makers, faced with constant instabilities in the global entertainment sector, to become increasingly innovative.

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