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

Voorkant
McGill-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
Marketing in the Perpetual Upgrade
218
Violence Gender and the Bias
246
Sim Capital
269
Coda Paradox Regained
294
Bibliography
331
Index
357
Copyright

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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