LEADER 02895nam 22006134a 450 001 9910785008903321 005 20230207213753.0 010 $a0-8166-7051-X 035 $a(CKB)2670000000037789 035 $a(EBL)574702 035 $a(OCoLC)659500901 035 $a(SSID)ssj0000418408 035 $a(PQKBManifestationID)12152551 035 $a(PQKBTitleCode)TC0000418408 035 $a(PQKBWorkID)10377061 035 $a(PQKB)10434501 035 $a(MiAaPQ)EBC574702 035 $a(Au-PeEL)EBL574702 035 $a(CaPaEBR)ebr10408965 035 $a(EXLCZ)992670000000037789 100 $a20090720d2009 ub 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGames of empire$b[electronic resource] $eglobal capitalism and video games /$fNick Dyer-Witheford and Greig de Peuter 210 $aMinneapolis $cUniversity of Minnesota Press$dc2009 215 $a1 online resource (336 p.) 225 1 $aElectronic mediations ;$v29 300 $aDescription based upon print version of record. 311 $a0-8166-6610-5 320 $aIncludes bibliographical references and index. 327 $aGame 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. 330 $aIn the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary 410 0$aElectronic mediations ;$v29. 606 $aVideo games$xSocial aspects 606 $aVideo games$xEconomic aspects 606 $aCapitalism$xSocial aspects 606 $aImperialism$xSocial aspects 615 0$aVideo games$xSocial aspects. 615 0$aVideo games$xEconomic aspects. 615 0$aCapitalism$xSocial aspects. 615 0$aImperialism$xSocial aspects. 676 $a794.8 700 $aDyer-Witheford$b Nick$f1951-$0706529 701 $aDe Peuter$b Greig$0706530 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910785008903321 996 $aGames of empire$91346689 997 $aUNINA