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Digital gamesDigital games

Digital games

Greig De Peuter, Nick Dyer-Witheford, Stephen Kline

About this book

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.

Details

OL Work ID
OL3944503W

Subjects

Aspect socialElectronic gamesElectronic games industryIndustrieJeux électroniquesSocial aspectsSocial aspects of Electronic gamesComputer gamesImpact of computing & IT on societyTelecommunicationsScience/MathematicsTechnologySociologyTelevision & VideoGeneralVideo gamesEconomic aspects

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HardcoverOpen Library
Book data from Open Library. Cover images courtesy of Open Library.