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Traces the development of video gaming from its origins in hacker circles to its status as a $20 billion global cultural industry. This book intends to debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences.
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Digital Play, William Leiss, Stephen Kline, Sut Jhally, Jackie Botterill
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- Année de publication
- 2003
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- (souple)
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