Digital Play: The Interaction of Technology, Culture, and Marketing

Digital Play: The Interaction of Technology, Culture, and Marketing

In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between “access to” and “enclosure in” technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

Publisher ‏ : ‎ McGill-Queen’s University Press
Publication date ‏ : ‎ May 26, 2003
Language ‏ : ‎ English
Print length ‏ : ‎ 376 pages
ISBN-10 ‏ : ‎ 0773525432
ISBN-13 ‏ : ‎ 978-0773525436
Item Weight ‏ : ‎ 1.5 pounds
Dimensions ‏ : ‎ 6 x 1.2 x 9 inches
Best Sellers Rank: #6,940,618 in Books (See Top 100 in Books) #530 in TV & Video Engineering #1,592 in Social Aspects of Technology #15,363 in Business Technology
Customer Reviews: 4.8 4.8 out of 5 stars 8 ratings var dpAcrHasRegisteredArcLinkClickAction; P.when(‘A’, ‘ready’).execute(function(A) { if (dpAcrHasRegisteredArcLinkClickAction !== true) { dpAcrHasRegisteredArcLinkClickAction = true; A.declarative( ‘acrLink-click-metrics’, ‘click’, { “allowLinkDefault”: true }, function (event) { if (window.ue) { ue.count(“acrLinkClickCount”, (ue.count(“acrLinkClickCount”) || 0) + 1); } } ); } }); P.when(‘A’, ‘cf’).execute(function(A) { A.declarative(‘acrStarsLink-click-metrics’, ‘click’, { “allowLinkDefault” : true }, function(event){ if(window.ue) { ue.count(“acrStarsLinkWithPopoverClickCount”, (ue.count(“acrStarsLinkWithPopoverClickCount”) || 0) + 1); } }); });

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In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between “access to” and “enclosure in” technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

Publisher ‏ : ‎ McGill-Queen’s University Press
Publication date ‏ : ‎ May 26, 2003
Language ‏ : ‎ English
Print length ‏ : ‎ 376 pages
ISBN-10 ‏ : ‎ 0773525432
ISBN-13 ‏ : ‎ 978-0773525436
Item Weight ‏ : ‎ 1.5 pounds
Dimensions ‏ : ‎ 6 x 1.2 x 9 inches
Best Sellers Rank: #6,940,618 in Books (See Top 100 in Books) #530 in TV & Video Engineering #1,592 in Social Aspects of Technology #15,363 in Business Technology
Customer Reviews: 4.8 4.8 out of 5 stars 8 ratings var dpAcrHasRegisteredArcLinkClickAction; P.when(‘A’, ‘ready’).execute(function(A) { if (dpAcrHasRegisteredArcLinkClickAction !== true) { dpAcrHasRegisteredArcLinkClickAction = true; A.declarative( ‘acrLink-click-metrics’, ‘click’, { “allowLinkDefault”: true }, function (event) { if (window.ue) { ue.count(“acrLinkClickCount”, (ue.count(“acrLinkClickCount”) || 0) + 1); } } ); } }); P.when(‘A’, ‘cf’).execute(function(A) { A.declarative(‘acrStarsLink-click-metrics’, ‘click’, { “allowLinkDefault” : true }, function(event){ if(window.ue) { ue.count(“acrStarsLinkWithPopoverClickCount”, (ue.count(“acrStarsLinkWithPopoverClickCount”) || 0) + 1); } }); });

Digital Play: The Interaction of Technology, Culture, and Marketing

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