The Video Game Industry

Formation, Present State, and Future

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Business & Finance, Industries & Professions, Industries
Cover of the book The Video Game Industry 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: 9781136258244
Publisher: Taylor and Francis Publication: August 21, 2012
Imprint: Routledge Language: English
Author:
ISBN: 9781136258244
Publisher: Taylor and Francis
Publication: August 21, 2012
Imprint: Routledge
Language: English

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation.

This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

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

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation.

This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

More books from Taylor and Francis

Cover of the book Contributions to the History of Economic Thought by
Cover of the book Multiculturalism, Muslims and Citizenship by
Cover of the book Zapuphizo by
Cover of the book Heritage, Labour and the Working Classes by
Cover of the book Professional Practice in Sport Psychology by
Cover of the book Creation and Evolution by
Cover of the book Suiting Themselves by
Cover of the book Dogs in the North by
Cover of the book The New History by
Cover of the book Winnicott Studies by
Cover of the book Education in the Second World War by
Cover of the book Women and Work Culture by
Cover of the book Schooling, Society and Curriculum by
Cover of the book Accidental Ethnography by
Cover of the book In Days of Great Peace 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