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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.
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