02424nam 2200637 a 450 991078507520332120230206194418.01-4462-3072-41-4462-1141-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(OCoLC)60668262(FINmELB)ELB138649(EXLCZ)99100000000041129720120412d2006 fy 0engur|||||||||||txtccrThe business and culture of digital games[electronic resource] gamework/gameplay /Aphra KerrLondon SAGEc20061 online resource (x, 177 p.) illDescription 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.Video gamesSocial aspectsVideo gamesEconomic aspectsVideo gamesSocial aspects.Video gamesEconomic aspects.306.487Kerr Aphra1543518StDuBDSStDuBDSBOOK9910785075203321The business and culture of digital games3797027UNINA