The Business and Culture of Digital Games

Download The Business and Culture of Digital Games PDF Online Free

Author :
Release : 2006-03-18
Genre : Language Arts & Disciplines
Kind :
Book Rating : 672/5 ( reviews)

The Business and Culture of Digital Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Business and Culture of Digital Games write by Aphra Kerr. This book was released on 2006-03-18. The Business and Culture of Digital Games available in PDF, EPUB and Kindle. 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

Download The Business and Culture of Digital Games PDF Online Free

Author :
Release : 2006-04-06
Genre : Games & Activities
Kind :
Book Rating : 478/5 ( reviews)

The Business and Culture of Digital Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Business and Culture of Digital Games write by Aphra Kerr. This book was released on 2006-04-06. The Business and Culture of Digital Games available in PDF, EPUB and Kindle. 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-theorized, aspect of our media environment.

The Business and Culture of Digital Games

Download The Business and Culture of Digital Games PDF Online Free

Author :
Release : 2006
Genre : Computer games
Kind :
Book Rating : 410/5 ( reviews)

The Business and Culture of Digital Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Business and Culture of Digital Games write by Aphra Kerr. This book was released on 2006. The Business and Culture of Digital Games available in PDF, EPUB and Kindle. 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 to 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. 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.

Digital Play

Download Digital Play PDF Online Free

Author :
Release : 2003
Genre : Business & Economics
Kind :
Book Rating : 917/5 ( reviews)

Digital Play - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Digital Play write by Stephen Kline. This book was released on 2003. Digital Play available in PDF, EPUB and Kindle. 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.

Synthetic Worlds

Download Synthetic Worlds PDF Online Free

Author :
Release : 2008-09-15
Genre : Computers
Kind :
Book Rating : 319/5 ( reviews)

Synthetic Worlds - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Synthetic Worlds write by Edward Castronova. This book was released on 2008-09-15. Synthetic Worlds available in PDF, EPUB and Kindle. From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education