The Business and Culture of Digital Games: Gamework and Gameplay
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.
More books by Aphra Kerr
Learn how to create your own fully functioning role-playing game (RPG) with Visual C# Game Programming For Teens! A true beginner's guide, the book covers each essential step for creating your own complete RPG using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. ...
Whenever you set out to improve any aspect of your life, whether it is for fun or of a more serious nature, you will need discipline. This one word, and the corresponding actions required by it, are one of the major reasons people fail to see improvement or significant change in their lives ...
Games for All Seasons is written for therapeutic riding instructors who would like to raise the bar in their lessons and incorporate calendar-based themes into their teaching. Every game offers complete lesson plans, ideas for stretches, equipment lists, arena set up, and skills addressed. ...
Hugues Petrini. A Brand Awareness Based Investigation in the Video-Games industry: A pertinent and complete brand equity investigation in the Video-Games Industry following a marketing research approach
Video-games is an important part of leisure and recreational time in todaya??s societies. Since 1980, the start of the modern video game era, the development of technologies and internet has made video games accessible for every customer. The exchangeability of products in an affluent society ...