video game policy production distribution and consumption routledge advances in game studies

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Video Game Policy

Author : Steven Conway
ISBN : 9781317607236
Genre : Games
File Size : 77. 34 MB
Format : PDF, ePub
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This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Global Games

Author : Aphra Kerr
ISBN : 9781135114640
Genre : Social Science
File Size : 57. 19 MB
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In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.

Examining The Evolution Of Gaming And Its Impact On Social Cultural And Political Perspectives

Author : Valentine, Keri Duncan
ISBN : 9781522502623
Genre : Computers
File Size : 79. 91 MB
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With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.

Transnational Contexts Of Development History Sociality And Society Of Play

Author : Seungcheol Austin Lee
ISBN : 9783319438207
Genre : Social Science
File Size : 22. 83 MB
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This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

New Perspectives On The Social Aspects Of Digital Gaming

Author : Rachel Kowert
ISBN : 9781317243625
Genre : Social Science
File Size : 48. 61 MB
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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.

Digital Games As History

Author : Adam Chapman
ISBN : 9781317553854
Genre : Social Science
File Size : 73. 51 MB
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This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Videogames Identity And Digital Subjectivity

Author : Rob Gallagher
ISBN : 9781315390925
Genre : Social Science
File Size : 66. 59 MB
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This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.?

Basic Computer Spiele

Author : David H. Ahl
ISBN : 3887450094
Genre :
File Size : 46. 2 MB
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Die Verspielte Gesellschaft Telepolis

Author : Nora S. Stampfl
ISBN : 9783936931860
Genre : Social Science
File Size : 35. 41 MB
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Computerspiele bahnen sich einen Weg ins 'echte' Leben: Punkte zu sammeln und Highscores zu ergattern, ist heute auch abseits digitaler Spiele gang und gäbe. Immer öfter werden deren Prinzipien in spielferne Systeme integriert. Der Text beschreibt, wie in den verschiedensten Lebensbereichen heute die Macht von Spielen genutzt wird. Es wird die Wirkungsweise von Gamification untersucht, eine Zukunftsvision einer Welt allgegenwärtiger Spiele entworfen, die Antriebskräfte des Trends dargestellt, ausgewählte Anwendungsbereiche skizziert sowie ein kritischer Blick auf die Entwicklung geworfen.

Wettbewerbsvorteile

Author : Michael E. Porter
ISBN : 9783593500485
Genre : Business & Economics
File Size : 51. 4 MB
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Wettbewerbsvorteile entscheiden über Erfolg oder Misserfolg eines Unternehmens. Michael E. Porter zeigt, wie sich Firmen in ihrer Branche Wettbewerbsvorteile verschaffen und so behaupten können. Entweder ein Produkt hat einen Kostenvorteil oder es muss einen einzigartigen Nutzen bieten, der einen höheren Preis rechtfertigt. Porters Strategieklassiker muss jeder kennen, der mit der Strategieentwicklung in einer Firma zu tun hat.

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