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Global Games: Production, Circulation and Policy in the Networked Era

Global Games: Production, Circulation and Policy in the Networked Era

By Aphra Kerr

In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form in some countries. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Kerr provides a political economic and sociological analysis of the global digital games industry over the past decade.

The book begins by conceptualising the games industry as a cultural and creative industry and examining the relative growth of console, PC, online and mobile sectors globally. It analyses the core and emergent production logics in the industry and the recent success of companies from China and Europe. It continues by charting the increasing importance of circulation processes related to the growing importance of data and metrics in design and marketing, the growth of community management, and the role of player-generated content. Finally, the book analyses the emergent spatial politics as countries, cities, companies and  communities compete to capture some of the growth of this industry. Also examined are a number of communication policy issues including data use, player privacy, content classification systems and the monetisation of games.

Table of Contents

1. Introduction

2. Going Global – The Value, Structure and Geography of the Digital Games
Industry

3. Production – Changing Production Logics, Organisations and Work/ers

4. Circulation – Monitoring, Measuring and Adapting to Transnational
Markets

5. Going Local – Space, Place and Policy for Global Games Production

6. Conclusion

This text is based on the publisher's description of the book.

Dr. Aphra Kerr is a Senior Lecturer in the Department of Sociology at Maynooth University in Ireland. She is the author of The Business and Culture of Digital Games: gamework/gameplay, Sage, 2006 and she was associate editor of The International Encyclopedia of Digital Communication and Society, Wiley-Blackwell, 2015. She is chair of the Communication Policy & Technology section of IAMCR.

 

Title: Global Games: Production, Circulation and Policy in the Networked Era
Author:  Aphra Kerr
Published: 2017
Pages: 228
Publisher: Routledge
ISBN: 9780415858878

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