02895nam 22006134a 450 991078500890332120230207213753.00-8166-7051-X(CKB)2670000000037789(EBL)574702(OCoLC)659500901(SSID)ssj0000418408(PQKBManifestationID)12152551(PQKBTitleCode)TC0000418408(PQKBWorkID)10377061(PQKB)10434501(MiAaPQ)EBC574702(Au-PeEL)EBL574702(CaPaEBR)ebr10408965(EXLCZ)99267000000003778920090720d2009 ub 0engurcn|||||||||txtccrGames of empire[electronic resource] global capitalism and video games /Nick Dyer-Witheford and Greig de PeuterMinneapolis University of Minnesota Pressc20091 online resource (336 p.)Electronic mediations ;29Description based upon print version of record.0-8166-6610-5 Includes bibliographical references and index.Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines.In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplaryElectronic mediations ;29.Video gamesSocial aspectsVideo gamesEconomic aspectsCapitalismSocial aspectsImperialismSocial aspectsVideo gamesSocial aspects.Video gamesEconomic aspects.CapitalismSocial aspects.ImperialismSocial aspects.794.8Dyer-Witheford Nick1951-706529De Peuter Greig706530MiAaPQMiAaPQMiAaPQBOOK9910785008903321Games of empire1346689UNINA