Digital Play: The Interaction of Technology, Culture, and MarketingMcGill-Queen's Press - MQUP, 26 mei 2003 - 376 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. |
Inhoudsopgave
part one theoretical trajectories | 27 |
An Ideal Commodity? The Interactive Game in PostFordist | 60 |
the making | 79 |
Branding the Nintendo Generation | 109 |
Console Wars and Computer Revolutions | 128 |
Sony and Microsoft 19952001 | 151 |
The Interactive Game Industry in | 169 |
Labour and Piracy in the Global Game | 197 |
Overige edities - Alles bekijken
Digital Play: The Interaction of Technology, Culture, and Marketing Stephen Kline,Nick Dyer-Witheford,Greig De Peuter Gedeeltelijke weergave - 2003 |
Digital Play: The Interaction of Technology, Culture, and Marketing Stephen Kline,Nick Dyer-Witheford,Greig De Peuter Gedeeltelijke weergave - 2003 |
Digital Play: The Interaction of Technology, Culture, and Marketing Nick Dyer-Witheford,Stephen Kline Geen voorbeeld beschikbaar - 2013 |
Veelvoorkomende woorden en zinsdelen
Accessed active advertising American analysis Arts Atari audience Available became become brand capitalism chapter characters circuit cited commodities communication companies complex computer games connection console consumer continued corporate create creativity critical cultural dynamic early economy Electronic emergence entertainment environment example experience forces game development game industry gamers girls global Ibid important industry’s innovation interactive game interest Internet involved issues Japanese launch licensing logic look machines major male marketing marketplace mass means Microsoft military million networks Nintendo North percent play players Pokémon political popular possibility practices problems production profit programming promotional publishing relations released role says Sega Sims simulation social society Sony space strategy studies success suggest television tion turn video game violence virtual young youth