The business and culture of digital games: gamework / gameplay
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London [u.a.]
Sage Publ.
2006
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Hier auch später erschienene, unveränderte Nachdrucke |
Beschreibung: | 177 S. Ill. |
ISBN: | 9781412900478 9781412900461 |
Internformat
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adam_text | Titel: The business and culture of digital games
Autor: Kerr, Aphra
Jahr: 2006
CONTENTS
List of tables and figures vii
Acknowledgements ix
1 INTRODUCTION 1
Why use the term digital games ? 3
Theoretical approach 4
Structure of the book 8
2 DIGITAL GAMES AS TEXT 11
Overview 11
A brief history of digital games 11
Digital games as media text 20
Digital game genres 38
Summary 41
3 DIGITAL GAMES AS CULTURAL INDUSTRY 43
Overview 43
The digital games industry as cultural industry 44
The structure of the games industry 52
Key trends in the digital games industry 66
Summary 73
4 GLOBAL NETWORKS AND CULTURES OF PRODUCTION 75
Overview 75
Global networks of production 16
The production process 79
Configuring and understanding game players 96
Summary 101
vi CONTENTS
5 DIGITAL GAME PLAYERS, GAME PLEASURES AND PLAY CONTEXTS 103
Overview 103
Digital game players and demographics 106
Digital game players: preferences and pleasures 112
Play contexts 124
Summary 128
6 NON-ENTERTAINMENT USES OF DIGITAL GAMES 129
Overview 129
Digital games and learning theories 130
Digital games and learning in different contexts 132
Government promotion of media literacy and
digital game play 142
Summary 144
7 CONCLUSION 147
Implications for media theory 147
Implications for social theory 154
References 159
Index 173
LIST OF TABLES AND FIGURES
TABLES
2.1 A comparison of Herz and Poole s game genres 40
3.1 Value of global software and hardware sales 49
3.2 Key segments of the digital games industry 55
3.3 Top 10 selling console games in the USA,
Jan-June 2003 70
4.1 Publisher-funded and self-funded business
models on a PC title 85
4.2 Hard and soft skills required for major
roles in games development 90
5.1 Categorisation of gaming customers in
Japan, 2001 and 1999 108
FIGURES
3.1 Sales of US entertainment media, 2004 50
3.2 Average monthly expenditure on leisure
activities in Japan, 2002 51
3.3 Global software sales by platform, 2001 53
3.4 The digital game value chain 66
«ii US! BF TABLES SNS FI6URES
4.1 Production stages and increases in staff
on an average 24-month project 80
4.2 Costs and companies potentially involved
in the production of a PC or console game 84
4.3 The digital game production life-cycle 86
4.4 Core roles in a production team 88
|
adam_txt |
Titel: The business and culture of digital games
Autor: Kerr, Aphra
Jahr: 2006
CONTENTS
List of tables and figures vii
Acknowledgements ix
1 INTRODUCTION 1
Why use the term 'digital games'? 3
Theoretical approach 4
Structure of the book 8
2 DIGITAL GAMES AS TEXT 11
Overview 11
A brief history of digital games 11
Digital games as media text 20
Digital game genres 38
Summary 41
3 DIGITAL GAMES AS CULTURAL INDUSTRY 43
Overview 43
The digital games industry as cultural industry 44
The structure of the games industry 52
Key trends in the digital games industry 66
Summary 73
4 GLOBAL NETWORKS AND CULTURES OF PRODUCTION 75
Overview 75
Global networks of production 16
The production process 79
Configuring and understanding game players 96
Summary 101
vi CONTENTS
5 DIGITAL GAME PLAYERS, GAME PLEASURES AND PLAY CONTEXTS 103
Overview 103
Digital game players and demographics 106
Digital game players: preferences and pleasures 112
Play contexts 124
Summary 128
6 NON-ENTERTAINMENT USES OF DIGITAL GAMES 129
Overview 129
Digital games and learning theories 130
Digital games and learning in different contexts 132
Government promotion of media literacy and
digital game play 142
Summary 144
7 CONCLUSION 147
Implications for media theory 147
Implications for social theory 154
References 159
Index 173
LIST OF TABLES AND FIGURES
TABLES
2.1 A comparison of Herz and Poole's game genres 40
3.1 Value of global software and hardware sales 49
3.2 Key segments of the digital games industry 55
3.3 Top 10 selling console games in the USA,
Jan-June 2003 70
4.1 Publisher-funded and self-funded business
models on a PC title 85
4.2 Hard and soft skills required for major
roles in games development 90
5.1 Categorisation of gaming customers in
Japan, 2001 and 1999 108
FIGURES
3.1 Sales of US entertainment media, 2004 50
3.2 Average monthly expenditure on leisure
activities in Japan, 2002 51
3.3 Global software sales by platform, 2001 53
3.4 The digital game value chain 66
«ii US! BF TABLES SNS FI6URES
4.1 Production stages and increases in staff
on an average 24-month project 80
4.2 Costs and companies potentially involved
in the production of a PC or console game 84
4.3 The digital game production life-cycle 86
4.4 Core roles in a production team 88 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Kerr, Aphra |
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discipline_str_mv | Allgemeines Sport Informatik Soziologie |
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isbn | 9781412900478 9781412900461 |
language | English |
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physical | 177 S. Ill. |
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spelling | Kerr, Aphra Verfasser aut The business and culture of digital games gamework / gameplay Aphra Kerr London [u.a.] Sage Publ. 2006 177 S. Ill. txt rdacontent n rdamedia nc rdacarrier Hier auch später erschienene, unveränderte Nachdrucke Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Aspect économique Gesellschaft Computer games Economic aspects Computer games Social aspects Soziologie (DE-588)4077624-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Soziologie (DE-588)4077624-4 s DE-604 HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014861297&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Kerr, Aphra The business and culture of digital games gamework / gameplay Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Aspect économique Gesellschaft Computer games Economic aspects Computer games Social aspects Soziologie (DE-588)4077624-4 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4077624-4 (DE-588)4010457-6 |
title | The business and culture of digital games gamework / gameplay |
title_auth | The business and culture of digital games gamework / gameplay |
title_exact_search | The business and culture of digital games gamework / gameplay |
title_exact_search_txtP | The business and culture of digital games gamework / gameplay |
title_full | The business and culture of digital games gamework / gameplay Aphra Kerr |
title_fullStr | The business and culture of digital games gamework / gameplay Aphra Kerr |
title_full_unstemmed | The business and culture of digital games gamework / gameplay Aphra Kerr |
title_short | The business and culture of digital games |
title_sort | the business and culture of digital games gamework gameplay |
title_sub | gamework / gameplay |
topic | Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Aspect économique Gesellschaft Computer games Economic aspects Computer games Social aspects Soziologie (DE-588)4077624-4 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Jeux d'ordinateur - Aspect social Jeux d'ordinateur - Aspect économique Gesellschaft Computer games Economic aspects Computer games Social aspects Soziologie Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014861297&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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