TY - BOOK AU - Kerr, Aphra TI - The business and culture of digital games: Gamework / gameplay SN - 1412900476 U1 - 790.1 PY - 2006/// CY - London PB - Sage N1 - 1.Introduction: Why use the term 'digital games'? Theoretical approach Structure of the book 2.Digital Games as Text: Overview A brief history of digital games Digital games as media text Digital game genres Summary 3.Digital Games as Cultural Industry: Overview The digital games industry as cultural industry The structure of the games industry Key trends in the digital games indusstry Summary 4.Global Networks and Cultures of Production: Overview Global network of production The production process Configuring and understanding game players Summary 5.Digital Game Players, Game Pleasures and Play Contexts: Overview Digital game players and demographics Digital game players: preferences and pleasures Summary 6.Non-Entertainment Uses of Digital Games: Overview Digital games and learning theories Digital games and learning in different contexts Government promotion of media literacy and digital game play Summary 7.Conclusion: Implications for media theory Implications for social theory References Index ER -