This book offers both an overview of the critical concepts and critical debates that are shaping the emerging field of Game Studies and an analysis of computer games as the most popular contemporary form of new media production and consumption. Games are explored for the general reader wishing to understand them in the context of cultural and media studies and are used as a critical site for the examination of the impact of new media on established frameworks and concepts within cultural and media studies. In particular, the book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games that generates a model of new media production Argues that games circulate within and remediate dominant technicities in emergent techno culture Offers valuable insight into the modes of intervention into game production and consumption as a model for understanding and contesting dominant ideas around the putative aopennessa of new media Examines the dynamics of power in relation to both the production and consumption of computer games.games is based not just on experiences of being a consumer of a new product but in the real possibilities that this consumption opened up for becoming a producer. ... the fact that both my parents were quite into Lord of the Rings and I used to get read The Hobbit as a bedtime story by my ... 40, 000, which I sent into Games Workshop and they liked enough to send back release forms O I GAMt CULTURES.
|Author||:||Jon Dovey, Helen W. Kennedy|
|Publisher||:||Open Univ Pr - 2006-05-01|