000 | 00361nam a2200133Ia 4500 | ||
---|---|---|---|
999 |
_c157993 _d157993 |
||
020 | _a1412900476 | ||
040 | _cCUS | ||
082 |
_a790.1 _bKER/B |
||
100 | _aKerr, Aphra | ||
245 | 4 |
_aThe business and culture of digital games: Gamework / gameplay/ _cAphra Kerr |
|
260 |
_aLondon: _bSage, _c2006. |
||
300 | _a177p. | ||
505 | _a 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 | ||
942 | _cWB16 |