Digital play : the interaction of technology, culture and marketing / Stephen Kline, Nick Dyer-Witheford and Greig de Peuter.
Material type: TextPublisher: Montréal ; London : McGill-Queen's University Press, 2003Description: 368 p. ; 23cmISBN:- 0773525432 :
- 0773525912 (pbk.) :
- 794.8
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.8 KLI (Browse shelf(Opens below)) | 1 | Available | A417885B |
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794.8 KAZ Jagged Alliance 2 / | 794.8 KIM Galaga / | 794.8 KIR Aesthetic theory and the video game / | 794.8 KLI Digital play : the interaction of technology, culture and marketing / | 794.8 KNO Super Mario Bros. 3 / | 794.8 KOB Soft & Cuddly / | 794.8 KOH Final Fantasy V / |
1. Paradox Lost: Faith and Possibility in the "Information Age" -- Pt. 1. Theoretical Trajectories -- 2. Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity -- 3. An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism -- Pt. 2. Histories: The Making of A New Medium -- 4. Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960-1984 -- 5. Electronic Frontiers: Branding the "Nintendo Generation," 1985-1990 -- 6. Mortal Kombats: Console Wars and Computer Revolutions, 1990-1995 -- 7. Age of Empires: Sony and Microsoft, 1995-2001 151 -- 8. The New Cyber-City: The Interactive Game Industry in the New Millennium -- Pt. 3. Critical Perspectives -- 9. Workers and Warez: Labour and Piracy in the Global Game Market -- 10. Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace -- 11. Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience -- 12. Sim Capital -- Coda: Paradox Regained.
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