In this chapter I want to discuss the concept of ‘cultural value’ in computer games, as a reflection on why and how games might be a part of a future European cultural policy. To readers who are only vaguely familiar with the various aesthetics and practices of this medium, the general considerations addressed may also serve as a useful first introduction to a relatively new field
Digital game environments are of increasing economic, social and cultural value. As their influence ...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
One of the main difficulties that computer game designers face is finding engaging content for their...
This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer gam...
The need for an understanding of computer games when creating a culture political strategy concernin...
This chapter is dedicated to explore the relationship between entertainment, culture, and media art....
Current mass media policy and regulation in Western Europe is primarily state‐based and increasingly...
In this paper we present why computer games can be considered as art and how it can be used as a new...
Abstract - Advances in Information Technology and Communication (ICT) since the discovery of interne...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. Th...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
This paper is devoted to the research of the social and cultural impacts of video games. Video games...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
One of the main difficulties that computer game designers face is finding engaging content for their...
This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer gam...
The need for an understanding of computer games when creating a culture political strategy concernin...
This chapter is dedicated to explore the relationship between entertainment, culture, and media art....
Current mass media policy and regulation in Western Europe is primarily state‐based and increasingly...
In this paper we present why computer games can be considered as art and how it can be used as a new...
Abstract - Advances in Information Technology and Communication (ICT) since the discovery of interne...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. Th...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
This paper is devoted to the research of the social and cultural impacts of video games. Video games...
This dissertation explores the video game experience through extensive ethnographic research conduct...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
Digital game environments are of increasing economic, social and cultural value. As their influence ...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
One of the main difficulties that computer game designers face is finding engaging content for their...