Digital Play 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2025


Digital Play

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Stephen Kline 作者
McGill-Queen's University Press
譯者
2003-5-26 出版日期
368 頁數
USD 27.95 價格
Paperback
叢書系列
9780773525917 圖書編碼

Digital Play 在線電子書 圖書標籤: Gaming_Industry  遊戲  學術  cyberculture  cultural-studies  creative-media   


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發表於2025-01-12

Digital Play 在線電子書 epub 下載 mobi 下載 pdf 下載 txt 下載 2025

Digital Play 在線電子書 epub 下載 pdf 下載 mobi 下載 txt 下載 2025

Digital Play 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2025



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第三次讀的時候覺得那個模型倒真是不錯,能用來解釋很多問題

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第三次讀的時候覺得那個模型倒真是不錯,能用來解釋很多問題

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第三次讀的時候覺得那個模型倒真是不錯,能用來解釋很多問題

評分

第三次讀的時候覺得那個模型倒真是不錯,能用來解釋很多問題

Digital Play 在線電子書 著者簡介


Digital Play 在線電子書 著者簡介


Digital Play 在線電子書 pdf 下載 txt下載 epub 下載 mobi 在線電子書下載

Digital Play 在線電子書 圖書描述

"Digital Play" offers a uniquely critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its current status as a $20 billion global cultural industry. Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter systematically debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences. They reveal that the ascent of this new communications industry has been anything but smooth and inevitable.From Atari to Microsoft, Space Invaders to The Sims, the authors uncover the successive crises that forced game makers, faced with constant instabilities in the global entertainment sector, to become increasingly innovative. In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium.The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. "Digital Play" suggests a future not of democratizing wired capitalism but instead of continuing tensions between 'access to' and 'enclosure in' technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

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