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The games people play: A political economic analysis of video games and their production.

机译:人们玩的游戏:电子游戏及其制作的政治经济学分析。

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摘要

In recent years, video games have become increasingly significant, but little attention has been given to the nature of their production. This study examines the video game industry and the relationship between labor and production in order to better understand the forces, or logics of production, which drive the creation of the video game commodity. It uses the framework of critical political economy in order to better understand the commodity nature of video games to better explain the benefits and the drawbacks of the rapid adoption of video games in society. In keeping with this, it situates video games as a form of communication, capable of conveying meaning and ideology. At the same time, it uses the video game industry as a gauge for understanding the development of information industries in order to determine whether the rhetoric surrounding these industries holds true in practice.Particular focus has been given to the historical forces which formed the industry, shaping it into something more than just a high-tech segment of the toy industry. Rather, this study shows that video games have long been seen as devices for communication and are currently one of the most dynamic forms of technology usable for communication. In addition, it examines current ties and new developments between the video game industry and other media industries in order to better demonstrate just how significant the reach of the video game commodity has become. Finally, attention is given to the industry's attempts to court a larger audience for its products. Through the combination of its growing audience base and its willingness to experiment with media convergence, the industry has earned legitimacy in a relatively short time.
机译:近年来,视频游戏变得越来越重要,但是很少关注其制作的性质。这项研究检查了视频游戏产业以及劳动与生产之间的关系,以便更好地了解推动视频游戏商品创造的力量或生产逻辑。它使用批判性政治经济学的框架,以便更好地了解视频游戏的商品性质,从而更好地解释视频游戏在社会中迅速普及的利弊。因此,它将视频游戏作为一种交流形式,能够传达意义和意识形态。同时,它以视频游戏产业为衡量标准,了解信息产业的发展,从而确定围绕这些产业的言论在实践中是否成立。特别关注了构成该产业的历史力量,不仅将其塑造成玩具行业的高科技领域。相反,这项研究表明,视频游戏长期以来一直被视为通信设备,目前是可用于通信的最动态技术形式之一。此外,它研究了视频游戏产业与其他媒体产业之间的当前联系和新发展,以便更好地证明视频游戏商品的影响范围已变得多么重要。最后,将注意力放在该行业试图吸引更多产品观众的尝试上。通过不断增长的受众群体和尝试进行媒体融合的意愿的结合,该行业在相对较短的时间内就获得了合法性。

著录项

  • 作者

    Nichols, Randall James.;

  • 作者单位

    University of Oregon.;

  • 授予单位 University of Oregon.;
  • 学科 Economics General.Mass Communications.Sociology General.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 253 p.
  • 总页数 253
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:41:39

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