02392nam 2200625 a 450 991045138300332120200520144314.01-4462-3072-41-4462-1141-X1-281-25158-597866112515811-84787-767-2(CKB)1000000000411297(EBL)334566(OCoLC)437202966(SSID)ssj0000116087(PQKBManifestationID)11146266(PQKBTitleCode)TC0000116087(PQKBWorkID)10027272(PQKB)10597790(MiAaPQ)EBC334566(OCoLC)297114421(StDuBDS)EDZ0000072046(Au-PeEL)EBL334566(CaPaEBR)ebr10218126(CaONFJC)MIL125158(EXLCZ)99100000000041129720120412d2006 fy 0engur|n|---|||||txtccrThe business and culture of digital games[electronic resource] gamework/gameplay /Aphra KerrLondon SAGEc20061 online resource (188 p.)Description based upon print version of record.1-4129-0046-8 1-4129-0047-6 Includes bibliographical references (p. [159]-171) and index.Cover; Contents; List of Tables and Figures; Acknowledgements; Chapter 1 - Introduction; Chapter 2 - Digital Games as TExt; Chapter 3 - Digital Games as Cultural Industry; Chapter 4 - Global Networks and Cultures of Production; Chapter 5 - Digital Game Players, Game Pleasures and Play Contexts; Chapter 6 - Non-Entertainment Uses of Digital Games; Chapter 7 - Conclusion; References; Index'Digital Games' looks at games as a new media form, the design development and marketing of games, and the use of games in public and private spaces.Computer gamesSocial aspectsComputer gamesEconomic aspectsElectronic books.Computer gamesSocial aspects.Computer gamesEconomic aspects.794.8Kerr Aphra1050634StDuBDSStDuBDSBOOK9910451383003321The business and culture of digital games2480559UNINA