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 Jewish Identities in Contemporary Europe by
Cover of the book Reason and Compassion (Routledge Revivals) by
Cover of the book Feminism, Culture and Embodied Practice by
Cover of the book Chernobyl by
Cover of the book Re-writing Culture in Taiwan by
Cover of the book Reading the Bible in Islamic Context by
Cover of the book Utopian Adventure: The Corviale Void by
Cover of the book China's WTO Accession Reassessed by
Cover of the book Criminal Justice by
Cover of the book Japanese by
Cover of the book Culture and Leadership Across the World by
Cover of the book Switzerland & The Nazi Gold by
Cover of the book Africa in Crisis by
Cover of the book Downtowns by
Cover of the book The Voyage of Sir Henry Middleton to Bantam and the Maluco islands 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