TY - BOOK AU - Kline,Stephen AU - Dyer-Witheford,Nick AU - De Peuter,Greig TI - Digital play: the interaction of technology, culture and marketing SN - 0773525432 : U1 - 794.8 PY - 2003/// CY - Montréal, London PB - McGill-Queen's University Press KW - Video games KW - Social aspects KW - Economic aspects N1 - 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 ER -