Video Game Policy

Production, Distribution, and Consumption

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book Video Game Policy by , Taylor and Francis
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781317607229
Publisher: Taylor and Francis Publication: October 14, 2015
Imprint: Routledge Language: English
Author:
ISBN: 9781317607229
Publisher: Taylor and Francis
Publication: October 14, 2015
Imprint: Routledge
Language: English

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

More books from Taylor and Francis

Cover of the book Behavioral Biology by
Cover of the book Who's Who in the Roman World by
Cover of the book Diversity-Sensitive Personality Assessment by
Cover of the book Widening the European Union by
Cover of the book The History of Education in Japan (1600 – 2000) by
Cover of the book America's Fight Over Water by
Cover of the book Handbook of Classroom Management by
Cover of the book Retirement Migration by
Cover of the book Oman in the Twentieth Century by
Cover of the book Marketing and Social Construction by
Cover of the book Language and Linguistics in Context by
Cover of the book Schooling for Change by
Cover of the book Courts And Transition In Russia by
Cover of the book The American City by
Cover of the book The Rise of the Networking Region by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy