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Digital Play : The Interaction of Technology, Culture, and Marketing - Stephen Kline
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Digital Play

The Interaction of Technology, Culture, and Marketing

By: Stephen Kline, Nick Dyer-Witheford, Greig de Peuter

Paperback | 31 July 2003 | Edition Number 2

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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.
Industry Reviews
"The authors are to be commended for undertaking this major history of the video game in our contemporary global economy. I am impressed with their research, and the arguments are convincingly developed using careful textual analysis and powerful graphic illustrations". Timothy W. Luke, Department of Political Science, Virginia Polytechnic Institute and State University /// "A useful and timely intervention into debates surrounding new technologies and emerging forms of economic and social configurations and cultural practices." Kevin Dowler, Graduate Programme in Communication and Culture, York University

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