logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

Video Game Policy Production Distribution And Consumption Edited By Steve Conway And Jennifer Dewinter

  • SKU: BELL-38334916
Video Game Policy Production Distribution And Consumption Edited By Steve Conway And Jennifer Dewinter
$ 31.00 $ 45.00 (-31%)

5.0

68 reviews

Video Game Policy Production Distribution And Consumption Edited By Steve Conway And Jennifer Dewinter instant download after payment.

Publisher: Routledge
File Extension: PDF
File size: 2.64 MB
Pages: 287
Author: Edited by Steve Conway and Jennifer deWinter
ISBN: 9780815396376, 0815396376
Language: English
Year: 2015

Product desciption

Video Game Policy Production Distribution And Consumption Edited By Steve Conway And Jennifer Dewinter by Edited By Steve Conway And Jennifer Dewinter 9780815396376, 0815396376 instant download after payment.

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.

Related Products