Description

Book Synopsis
This 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
This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Table of Contents
Introduction: Computer Games as New Media
The Ludological Turn: What Play Theory Brings to the Analysis of New Media
Why We Get the Games We Get: The Political Economy of GamesNetworks Of Technicity
Understanding Games as ‘Texts’
Cyborg Spectatorship: Untying the Knots of Gameplay
Interventions and Recuperations

Game Cultures Computer Games as New Media

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    Order before 4pm today for delivery by Mon 22 Jun 2026.

    A Paperback / softback by Jon Dovey, Helen Kennedy

    7 in stock

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      View other formats and editions of Game Cultures Computer Games as New Media by Jon Dovey

      Publisher: Open University Press
      Publication Date: 16/05/2006
      ISBN13: 9780335213573, 978-0335213573
      ISBN10: 033521357X

      Description

      Book Synopsis
      This 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
      This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

      Table of Contents
      Introduction: Computer Games as New Media
      The Ludological Turn: What Play Theory Brings to the Analysis of New Media
      Why We Get the Games We Get: The Political Economy of GamesNetworks Of Technicity
      Understanding Games as ‘Texts’
      Cyborg Spectatorship: Untying the Knots of Gameplay
      Interventions and Recuperations

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