The business and culture of digital games: Gamework / gameplay/ Aphra Kerr

By: Kerr, AphraMaterial type: TextTextPublication details: London: Sage, 2006Description: 177pISBN: 1412900476DDC classification: 790.1
Contents:
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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Holdings
Item type Current library Call number Status Date due Barcode Item holds
General Books General Books Central Library, Sikkim University
General Book Section
790.1 KER/B (Browse shelf(Opens below)) Available P12822
Total holds: 0


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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