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OverviewIn 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. Full Product DetailsAuthor: Greig Peuter , Nick Dyer-Witheford , Stephen Kline , Greig de PeuterPublisher: McGill-Queen's University Press Imprint: McGill-Queen's University Press ISBN: 9781282861169ISBN 10: 1282861166 Pages: 376 Publication Date: 01 January 2003 Audience: General/trade , General Format: Electronic book text Publisher's Status: Active Availability: Available To Order ![]() We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsThe authors are to be commended for undertaking this major history of the video game in our contemporary global economy. I am impressed with their research, and the arguments are convincingly developed using careful textual analysis and powerful graphic illustrations. Author InformationTab Content 6Author Website:Countries AvailableAll regions |