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Digital play : the interaction of technology, culture and marketing / Stephen Kline, Nick Dyer-Witheford and Greig de Peuter.

By: Contributor(s): Material type: TextTextPublisher: Montréal ; London : McGill-Queen's University Press, 2003Description: 368 p. ; 23cmISBN:
  • 0773525432 :
  • 0773525912 (pbk.) :
Subject(s): DDC classification:
  • 794.8
Contents:
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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Holdings
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

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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