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Paradox lost: faith and possibility in the "information age"
Media analysis in the high-intensity marketplace: the three circuits of interactivity
An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism
Origins of an industry: cold warriors, hackers, and suits, 1960-1984
Electronic frontiers: branding the "Nintendo generation," 1985-1990
Mortal Kombats: console wars and computer revolutions, 1990-1995
Age of empires: Sony and Microsoft, 1995-2001
The new cyber-city: the interactive game industry in the new millennium
Workers and Warez: labour and piracy in the global game market
Pocket monsters: marketing in the perpetual upgrade marketplace
Designing militarized masculinity: violence, gender, and the bias of game experience
Sim capital.
Media analysis in the high-intensity marketplace: the three circuits of interactivity
An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism
Origins of an industry: cold warriors, hackers, and suits, 1960-1984
Electronic frontiers: branding the "Nintendo generation," 1985-1990
Mortal Kombats: console wars and computer revolutions, 1990-1995
Age of empires: Sony and Microsoft, 1995-2001
The new cyber-city: the interactive game industry in the new millennium
Workers and Warez: labour and piracy in the global game market
Pocket monsters: marketing in the perpetual upgrade marketplace
Designing militarized masculinity: violence, gender, and the bias of game experience
Sim capital.