LEADER 02518nam 22006253u 450 001 9910784691403321 005 20230223013558.0 010 $a1-280-95131-1 010 $a0-335-22487-3 035 $a(CKB)1000000000361508 035 $a(EBL)287822 035 $a(OCoLC)567977367 035 $a(SSID)ssj0000160605 035 $a(PQKBManifestationID)11161247 035 $a(PQKBTitleCode)TC0000160605 035 $a(PQKBWorkID)10183241 035 $a(PQKB)10619062 035 $a(MiAaPQ)EBC287822 035 $a(EXLCZ)991000000000361508 100 $a20130923d2007|||| u|| | 101 0 $aeng 181 $ctxt 182 $cc 183 $acr 200 10$aGame Cultures$b[electronic resource] 210 $aMaidenhead $cMcGraw-Hill Education$d2007 215 $a1 online resource (182 p.) 225 0 $aIssues in cultural and media studies Game cultures 300 $aDescription based upon print version of record. 311 $a0-335-21357-X 327 $aCover; Half Title; Title; Copyright; Contents; Acknowledgements; Foreword; Chapter 01; Chapter 02; Chapter 03; Chapter 04; Chapter 05; Chapter 06; Chapter 07; Glossary Terms; References; Gameography; Index 330 $aThis book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading, consuming and creating culture. Offers detailed research into the political economy of games to generate a model of new media production. Examines the dynamics of power in relation to both the production and consumption of computer games. 410 0$aPSCC ebrary eBook Perpetual Titles. 606 $aPlay 606 $aPopular culture 606 $aSocial aspects 606 $aVideo games$xSocial aspects 606 $aPlay (Philosophy) 606 $aPopular culture 615 4$aPlay. 615 4$aPopular culture. 615 4$aSocial aspects. 615 0$aVideo games$xSocial aspects 615 0$aPlay (Philosophy) 615 0$aPopular culture 676 $a306.46 700 $aDovey$b Jon$0527175 701 $aKennedy$b Helen W$01500306 801 0$bAU-PeEL 801 1$bAU-PeEL 801 2$bAU-PeEL 906 $aBOOK 912 $a9910784691403321 996 $aGame Cultures$93726922 997 $aUNINA