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Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where.
The Business and Culture of Digital Games looks at:
-games as a new media form;
-the design, development and marketing of games;
-the use of games in public and private spaces.
Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.