This book introduces the critical concepts and debates that are
shaping the emerging field of game studies. Exploring games in the
context of cultural studies and media studies, it analyses computer
games as the most popular contemporary form of new media production
and consumption. The book: Argues for the centrality of play in
redefining reading, consuming and creating culture Offers detailed
research into the political economy of games to generate a model of
new media production Examines the dynamics of power in relation to
both the production and consumption of computer games This is key
reading for students, academics and industry practitioners in the
fields of cultural studies, new media, media studies and game
studies, as well as human-computer interaction and cyberculture.
General
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