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The Business and Culture of Digital Games Aphra Kerr

The Business and Culture of Digital Games By Aphra Kerr

The Business and Culture of Digital Games by Aphra Kerr


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Summary

Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces.

The Business and Culture of Digital Games Summary

The Business and Culture of Digital Games: Gamework and Gameplay by Aphra Kerr

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-theorised, aspect of our media environment.

Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where.

The Business and Culture of Digital Games looks at:

- games as a new media form;

- the design, development and marketing of games;

- the use of games in public and private spaces.

Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.

The Business and Culture of Digital Games Reviews

"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 *

About Aphra Kerr

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

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

Additional information

GOR006374516
9781412900478
1412900476
The Business and Culture of Digital Games: Gamework and Gameplay by Aphra Kerr
Used - Good
Paperback
SAGE Publications Inc
2006-03-18
192
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in good condition, but if you are not entirely satisfied please get in touch with us

Customer Reviews - The Business and Culture of Digital Games