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The Business and Culture of Digital Games: Gamework and Gameplay
 
 
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The Business and Culture of Digital Games: Gamework and Gameplay [Paperback]

Aphra Kerr (Author)

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Book Description

1412900476 978-1412900478 April 6, 2006
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

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The Business and Culture of Digital Games: Gamework and Gameplay + Understanding Video Games: The Essential Introduction + The Game Design Reader: A Rules of Play Anthology
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Editorial Reviews

Review

"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 )

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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
digital game players, digital games industry, console segment, female game players, playing digital games, other cultural industries, game development companies, console platforms, game scholars, mini games, game genres, software production process, console games, console manufacturer, game preferences, game pleasures
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Cultural Industry, Deutsche Bank, The Sims, Purple Moon, Screen Digest, Tomb Raider, Flight Simulator, Espen Aarseth, Game Boy Advance, The Spectrum, Electronic Arts, Janet Murray, Microsoft's Xbox, America's Army, Vice City
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