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.
Epub (Kobo), Epub (Adobe)
Publication Date: 14/10/2015
- ISBN:
- 9781317607229
- 9781317607229
- Category:
- Entertainment & media law
- Format:
- Epub (Kobo), Epub (Adobe)
- Publication Date:
- 14-10-2015
- Language:
- English
- Publisher:
- Taylor & Francis
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You can find this item in:
Political control & freedoms
Intellectual property law
Humanities
General & world history
Cultural studies
Law
Media studies
Entertainment & media law
Computer games / online games: strategy guides
Press & journalism
Legal aspects of IT
Central government policies
Political campaigning & advertising
Law & society
Copyright law
Social & cultural anthropology
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