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Digital play : = the interaction of ...
~
Dyer-Witheford, Nick, (1951-.)
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Digital play : = the interaction of technology, culture, and marketing /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Digital play :/ Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter.
其他題名:
the interaction of technology, culture, and marketing /
作者:
Kline, Stephen.
其他作者:
Dyer-Witheford, Nick,
出版者:
Montreal ;McGill-Queen's University Press, : c2003.,
面頁冊數:
x, 368 p. :ill. ;23 cm.
內容註:
Paradox lost: faith and possibility in the "information age" -- Media analysis in the high-intensity marketplace: the three circuits of interactivity -- An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism -- Origins of an industry: cold warriors, hackers, and suits, 1960-1984 -- Electronic frontiers: branding the "Nintendo generation," 1985-1990 -- Mortal Kombats: console wars and computer revolutions, 1990-1995 -- Age of empires: Sony and Microsoft, 1995-2001 -- The new cyber-city: the interactive game industry in the new millenium -- Workers and Warez: labour and piracy in the global game market -- Pocket monsters: marketing in the perpetual upgrade marketplace -- Designing militarized masculinity: violence, gender, and the bias of game experience -- Sim capital.
標題:
Video games - Social aspects. -
ISBN:
0773525912$b(pbk.):
Digital play : = the interaction of technology, culture, and marketing /
Kline, Stephen.
Digital play :
the interaction of technology, culture, and marketing / Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter. - Montreal ;McGill-Queen's University Press,c2003. - x, 368 p. :ill. ;23 cm.
Includes bibliographical references (p. [331]-355) and index.
Paradox lost: faith and possibility in the "information age" -- Media analysis in the high-intensity marketplace: the three circuits of interactivity -- An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism -- Origins of an industry: cold warriors, hackers, and suits, 1960-1984 -- Electronic frontiers: branding the "Nintendo generation," 1985-1990 -- Mortal Kombats: console wars and computer revolutions, 1990-1995 -- Age of empires: Sony and Microsoft, 1995-2001 -- The new cyber-city: the interactive game industry in the new millenium -- Workers and Warez: labour and piracy in the global game market -- Pocket monsters: marketing in the perpetual upgrade marketplace -- Designing militarized masculinity: violence, gender, and the bias of game experience -- Sim capital.
ISBN: 0773525912$b(pbk.):NT$890
LCCN: 2004556554
Nat. Bib. No.: GBA3-X4777Subjects--Topical Terms:
605419
Video games
--Social aspects.
Dewey Class. No.: 338.4/77948
Digital play : = the interaction of technology, culture, and marketing /
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