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