02683nam 2200757 a 450 991096478380332120241226110454.09786611251581978144623072514462307249781446211410144621141X9781281251589128125158597818478776731847877672(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)ELB138649226513(FR-PaCSA)88869198(FRCYB88869198)88869198(EXLCZ)99100000000041129720120412d2006 fy 0engur|||||||||||txtccrThe business and culture of digital games gamework/gameplay /Aphra Kerr1st ed.London SAGEc20061 online resource (x, 177 p.) illDescription based upon print version of record.9781412900461 1412900468 9781412900478 1412900476 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 Aphra1799173StDuBDSStDuBDSBOOK9910964783803321The business and culture of digital games4342356UNINA