Digital Play: The Interaction of Technology, Culture, and Marketing

Voorkant
McGill-Queen's Press - MQUP, 2003 - 368 pagina's
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
 

Inhoudsopgave

THEORETICAL TRAJECTORIES
27
Media Analysis in the HighIntensity Marketplace The Three Circuits of Interactivity
30
An Ideal Commodity? The Interactive Game in PostFordistPostmodernPromotional Capitalism
60
HISTORIES THE MAKING OF A NEW MEDIUM
79
Origins of an Industry Cold Warriors Hackers and Suits 19601984
84
Electronic Frontiers Branding the Nintendo Generation 19851990
109
Mortal Kombats Console Wars and Computer Revolutions 19901995
128
Age of Empires Sony and Microsoft 19952001
151
Workers and Warez Labour and Piracy in the Global Game Market
197
Pocket Monsters Marketing in the Perpetual Upgrade Marketplace
218
Designing Militarized Masculinity Violence Gender and the Bias of Game Experience
246
Sim Capital
269
Paradox Regained
294
Notes
299
Bibliography
331
Index
357

The New CyberCity The Interactive Game Industry in the New Millennium
169
CRITICAL PERSPECTIVES
193

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Over de auteur (2003)

Nick Dyer-Witheford is professor in the Faculty of Information and Media Studies at the University of Western Ontario.

Bibliografische gegevens