Description

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.

Game Cultures: Computer Games as New Media

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£30.99

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Paperback / softback by Jon Dovey , Helen Kennedy

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Short Description:

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in... Read more

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

    Number of Pages: 184

    Non Fiction

    Description

    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.

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