Digital Play: The Interaction of Technology, Culture, and Marketing

前表紙
McGill-Queen's University Press, 2003 - 368 ページ
In 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. -- publisher description.

他の版 - すべて表示

著者について (2003)

Stephen Kline is professor and director of Media Analysis Laboratory, School of Communication, Simon Fraser University. Nick Dyer-Witheford is associate professor in the Faculty of Information and Media Studies, University of Western Ontario. Greig de Peuter is a PhD candidate, School of Communication, Simon Fraser University.

書誌情報