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In the last decade our mobile phones have been infiltrated by angry
birds, our computers by leagues of legends and our social networks
by pleas for help down on the farm. As digital games have become
networked, mobile and casual they have become a pervasive cultural
form. Based on original empirical work, including interviews with
workers, virtual ethnographies in online games and analysis of
industry related documents, Global Games provides a political,
economic and sociological analysis of the growth and restructuring
of the digital games industry over the past decade. Situating the
games industry as both cultural and creative and examining the
relative growth of console, PC, online and mobile, Aphra Kerr
analyses the core production logics in the industry, and the
expansion of circulation processes as game services have developed.
In an industry dominated by North American and Japanese companies,
Kerr explores the recent success of companies from China and
Europe, and the emergent spatial politics as countries, cities,
companies and communities compete to reshape digital games in the
networked age.
In the last decade our mobile phones have been infiltrated by angry
birds, our computers by leagues of legends and our social networks
by pleas for help down on the farm. As digital games have become
networked, mobile and casual they have become a pervasive cultural
form. Based on original empirical work, including interviews with
workers, virtual ethnographies in online games and analysis of
industry related documents, Global Games provides a political,
economic and sociological analysis of the growth and restructuring
of the digital games industry over the past decade. Situating the
games industry as both cultural and creative and examining the
relative growth of console, PC, online and mobile, Aphra Kerr
analyses the core production logics in the industry, and the
expansion of circulation processes as game services have developed.
In an industry dominated by North American and Japanese companies,
Kerr explores the recent success of companies from China and
Europe, and the emergent spatial politics as countries, cities,
companies and communities compete to reshape digital games in the
networked age.
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.
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