The Business and Culture of Digital Games: Gamework and Gameplay

Author:   Aphra Kerr
Publisher:   SAGE Publications Inc
ISBN:  

9781412900478


Pages:   192
Publication Date:   18 March 2006
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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The Business and Culture of Digital Games: Gamework and Gameplay


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Full Product Details

Author:   Aphra Kerr
Publisher:   SAGE Publications Inc
Imprint:   SAGE Publications Inc
Dimensions:   Width: 15.60cm , Height: 1.00cm , Length: 23.40cm
Weight:   0.300kg
ISBN:  

9781412900478


ISBN 10:   1412900476
Pages:   192
Publication Date:   18 March 2006
Audience:   College/higher education ,  Professional and scholarly ,  Tertiary & Higher Education ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Introduction Digital Games as Text Digital Games as Cultural Industry Global Networks and Cultures of Production Digital Game Players, Game Pleasures and Play Contexts Non-Entertainment Uses of Digital Games Conclusion

Reviews

I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information . . . this is a timely book that contributes much to the understanding of video games and the culture associated with them. -- Eric K. Cooper * Contemporary Psychology: APA Review of Books * Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their globality, she says digital games must still attend to local cultural practices, tastes, and social structures if they are to succeed across the major markets. She set out to establish just how global and new digital games are, and to assess the findings in terms of previous media and social theories. -- Reference & Research Book News


Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their globality, she says digital games must still attend to local cultural practices, tastes, and social structures if they are to succeed across the major markets. She set out to establish just how global and new digital games are, and to assess the findings in terms of previous media and social theories. -- Reference & Research Book News 20061010 I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information ... this is a timely book that contributes much to the understanding of video games and the culture associated with them. -- Eric K. Cooper Contemporary Psychology: APA Review of Books 20061030


"""Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their globality, she says digital games must still attend to local cultural practices, tastes, and social structures if they are to succeed across the major markets. She set out to establish just how global and new digital games are, and to assess the findings in terms of previous media and social theories."" -- Reference & Research Book News ""I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information . . . this is a timely book that contributes much to the understanding of video games and the culture associated with them."" -- Eric K. Cooper * Contemporary Psychology: APA Review of Books *"


Fusing digital technologies and cultural creativity, exploiting global networks of production and distribution with little regulation and embodying the liberal ideas of individual choice and agency, digital games seem to epitomize global post-industrial neo-liberal cultural products. Kerr finds reality a bit more complex. For all their globality, she says digital games must still attend to local cultural practices, tastes, and social structures if they are to succeed across the major markets. She set out to establish just how global and new digital games are, and to assess the findings in terms of previous media and social theories. -- Reference & Research Book News 20061010 I was intrigued by the behind-the-scenes information, as the book is riddled with interesting facts only those in the digital game industry know. Kerr offers a large amount of information ... this is a timely book that contributes much to the understanding of video games and the culture associated with them. -- Eric K. Cooper Contemporary Psychology: APA Review of Books 20061030


Author Information

Aphra Kerr is Research Fellow at the Centre for Media Research at the University of Ulster and was previously Research Fellow at the Centre for Society, Technology and Media at Dublin City University

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