![]() |
![]() |
Your cart is empty |
||
Showing 1 - 2 of 2 matches in All Departments
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
|
![]() ![]() You may like...
Handbook of Ocean Container Transport…
Chung-Yee Lee, Qiang Meng
Hardcover
R7,699
Discovery Miles 76 990
Operational Risk Management in Container…
Eric Su, Edward Tang, …
Hardcover
R4,614
Discovery Miles 46 140
A Handbook of Process Tracing Methods…
Michael Schulte-Mecklenbeck, Joseph G. Johnson, …
Hardcover
R4,469
Discovery Miles 44 690
Artificial Intelligence and Data Driven…
Jihad Badra, Pinaki Pal, …
Paperback
R4,169
Discovery Miles 41 690
The Psychology of Counterfactual…
David R. Mandel, Denis J. Hilton, …
Hardcover
R4,484
Discovery Miles 44 840
|