The business and culture of digital games: Gamework / gameplay/ Aphra Kerr
Material type: TextPublication details: London: Sage, 2006Description: 177pISBN: 1412900476DDC classification: 790.1Item type | Current library | Call number | Status | Date due | Barcode | Item holds |
---|---|---|---|---|---|---|
General Books | Central Library, Sikkim University General Book Section | 790.1 KER/B (Browse shelf(Opens below)) | Available | P12822 |
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
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