This paper draws on critical political economic theory to discuss the implications of the dominant mode of production and circulation of "Triple-A" or blockbuster console games. It is argued that the seventh generation Triple-A game is a highly standardized cultural commodity giving way to two distinctive "formatting strategies", which taken together, draw attention to the console game’s hybrid nature; being a physical, disc-based artefact that is digitally extended via DLC (downloadable content). This hybridity invites questions as to the commodity form's techno-economic particularities vis-à-vis publishing strategies of non-software based cultural commodities, such as movies and TV series. The popular Call of Duty series of first person ...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
As technology changes, people find new ways to entertain themselves, tell stories, and create imagin...
The introduction of online connectivity and a hard drive has changed how console games can be market...
This book analyzes the effect of policy on the digital game complex: government, industry, corporati...
The United States video game industry has become a multi-billion dollar a year business, due in larg...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
This book analyzes the effect of policy on the digital game complex: government, industry, corporati...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
The contemporary videogame industry is popularly imagined as a homogenous site where large, internat...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
As technology changes, people find new ways to entertain themselves, tell stories, and create imagin...
The introduction of online connectivity and a hard drive has changed how console games can be market...
This book analyzes the effect of policy on the digital game complex: government, industry, corporati...
The United States video game industry has become a multi-billion dollar a year business, due in larg...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
This text is the result of years of ethnographic fieldwork among market research analysts at XPG [ps...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
This book analyzes the effect of policy on the digital game complex: government, industry, corporati...
The aim of this chapter is to give the reader an insight into the growing economic significance of t...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
Online computer gamers are a creative bunch, from the mayhem of first-person shooters (FPS) to the m...
The contemporary videogame industry is popularly imagined as a homogenous site where large, internat...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...
This dissertation outlines the material and aesthetic origins of the game film in order to show how ...
As technology changes, people find new ways to entertain themselves, tell stories, and create imagin...