This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively qreadq and analyze digital games. Through examining a selection of policies, e.g. the Australian governmentas refusal (until recently) to allow an R18 rating for digital games, Blizzardas policy in regards to intellectual property, Electronic Artsa corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.Crecente, Brian. 2012. aRhode Islanda#39;s Reckoning: A Quick History of 38 Studios and Their Deal with Rhode Island. ... Engadget, November 8. http://www. engadget.com/2013/11/08/xbox-one-drm-reversal-history/. Godsall, David. 2011.
|Title||:||Video Game Policy|
|Author||:||Steven Conway, Jennifer deWinter|
|Publisher||:||Routledge - 2015-10-14|