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VIDEO GAME POLICY: PRODUCTION, DISTRIBUTION, AND CONSUMPTION

Jennifer DeWinter, Steven Conway



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9781138812420

2015

298

English

Paperback


9780815396376

2017

288

English

eBook


9781315748825

2015

298

 

TAGS


Publishers: #Routledge (Routledge)

Languages: #English

Accessibility: N/A


Companies:

#38Studios (38 Studios)

#Blizzard (Blizzard Entertainment)

#EA (EA, Electronic Arts)

#IllusionSoft (Illusion Soft)

#Microsoft (Microsoft)

#Nintendo (Nintendo)

#RiotGames (Riot Games)

#Rockstar (Rockstar Games)

#Sony (Sony Online Entertainment, Sony Computer Entertainment America [SCEA])

#Ubisoft (Ubisoft)


Public Figures:

#CurtSchilling (Curt Schilling)


Games:

#Bully (Bully)

#DeathRace (Death Race)

#GrandTheftAuto (Grand Theft Auto series)

#LeagueOfLegends (League of Legends)

#Manhunt (Manhunt)

#RapeLay (RapeLay レイプレイ)

#SecondLife (Second Life)

#Warcraft (World of Warcraft)


Misc:

#MMO (Massively Multiplayer Online)

#PlayStation (PlaySation [PS1], PS2, PS3, PS4, PlayStation Store, PlayStation Network [PSN])

#Wii (WiiWare)

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