LEADER 03663nam 22007693u 450 001 9910783403303321 005 20230912175607.0 010 $a1-282-86116-6 010 $a9786612861161 010 $a0-7735-7106-X 024 7 $a10.1515/9780773571068 035 $a(CKB)1000000000244881 035 $a(EBL)3243420 035 $a(SSID)ssj0000278716 035 $a(PQKBManifestationID)11217973 035 $a(PQKBTitleCode)TC0000278716 035 $a(PQKBWorkID)10246990 035 $a(PQKB)11259642 035 $a(DE-B1597)656211 035 $a(DE-B1597)9780773571068 035 $a(VaAlCD)20.500.12592/nkzbqq 035 $a(schport)gibson_crkn/2009-12-01/1/400104 035 $a(MiAaPQ)EBC3330660 035 $a(MiAaPQ)EBC3243420 035 $a(EXLCZ)991000000000244881 100 $a20160606d2014|||| u|| | 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDigital Play$b[electronic resource] $eThe Interaction of Technology, Culture, and Marketing 210 $aMontre?al $cMcGill-Queen's University Press$d2014 215 $a1 online resource (378 p.) 300 $aDescription based upon print version of record. 311 $a0-7735-2591-2 311 $a0-7735-2543-2 327 $aPages:1 to 25; Pages:26 to 50; Pages:51 to 75; Pages:76 to 100; Pages:101 to 125; Pages:126 to 150; Pages:151 to 175; Pages:176 to 200; Pages:201 to 225; Pages:226 to 250; Pages:251 to 275; Pages:276 to 300; Pages:301 to 325; Pages:326 to 350; Pages:351 to 375; Pages:376 to 378 330 $aIn a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. 606 $aElectronic books 606 $aElectronic games -- Social aspects 606 $aElectronic games industry 606 $aVideo games$xSocial aspects 606 $aVideo games$xEconomic aspects 606 $aIndustries$2HILCC 606 $aRecreation & Sports$2HILCC 606 $aBusiness & Economics$2HILCC 606 $aSocial Sciences$2HILCC 615 4$aElectronic books. 615 4$aElectronic games -- Social aspects. 615 4$aElectronic games industry. 615 0$aVideo games$xSocial aspects 615 0$aVideo games$xEconomic aspects 615 7$aIndustries 615 7$aRecreation & Sports 615 7$aBusiness & Economics 615 7$aSocial Sciences 676 $a338.4/77948 700 $aKline$b Stephen$048259 701 $aDyer-Witheford$b Nick$0706529 801 0$bAU-PeEL 801 1$bAU-PeEL 801 2$bAU-PeEL 906 $aBOOK 912 $a9910783403303321 996 $aDigital Play$93763376 997 $aUNINA