Description |
1 online resource (xxxv, 298 pages) |
Series |
Electronic mediations ; 29 |
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Electronic mediations ; v. 29.
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Contents |
Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines |
Summary |
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary m |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Video games -- Social aspects
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Video games -- Economic aspects
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Capitalism -- Social aspects
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Imperialism -- Social aspects
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GAMES -- Video & Electronic.
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Capitalism -- Social aspects
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Imperialism -- Social aspects
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Video games -- Economic aspects
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Video games -- Social aspects
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Computerspiel
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Wirtschaft
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Tv-spel -- sociala aspekter.
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Tv-spel -- ekonomiska aspekter.
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Form |
Electronic book
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Author |
De Peuter, Greig
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ISBN |
9780816670512 |
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081667051X |
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0816666105 |
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9780816666102 |
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0816666113 |
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9780816666119 |
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