Digital Play: The Interaction of Technology, Culture, and Marketing

作者: Stephen Kline

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

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