(P.D.F. FILE) Digital Play The Interaction of Technology Culture and Marketing #P.D.F
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Description
Digital Play offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the
book traces the development of video gaming from its humble origins in hacker circles to its current status as
a $20 billion global cultural industry. Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter
systematically debunk cyber-guru optimism about globally networked digital communications by analysing
the management practices of the corporations that designed and marketed video games to youthful
audiences. They reveal that the ascent of this new communications industry has been anything but smooth
and inevitable. From Atari to Microsoft, Space Invaders to The Sims, the authors uncover the successive
crises that forced game makers, faced with constant instabilities in the global entertainment sector, to
become increasingly innovative.