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7 Age of Empires: Sony and Microsoft, 1995–2001
-
Stephen Kline
, Nick Dyer-Witheford und Greig De Peuter
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Kapitel in diesem Buch
- Front Matter i
- Contents v
- Illustrations vii
- Acknowledgments ix
- Paradox Lost: Faith and Possibility in the “Information Age” 3
- Theoretical Trajectories 27
- Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity 30
- An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism 60
- Histories: The Making of a New Medium 79
- Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960–1984 84
- Electronic Frontiers: Branding the “Nintendo Generation,” 1985–1990 109
- Mortal Kombats: Console Wars and Computer Revolutions, 1990–1995 128
- Age of Empires: Sony and Microsoft, 1995–2001 151
- The New Cyber-City: The Interactive Game Industry in the New Millennium 169
- Critical Perspectives 193
- Workers and Warez: Labour and Piracy in the Global Game Market 197
- Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace 218
- Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience 246
- Sim Capital 269
- Coda Paradox Regained 294
- Notes 299
- Bibliography 331
- Index 357
Kapitel in diesem Buch
- Front Matter i
- Contents v
- Illustrations vii
- Acknowledgments ix
- Paradox Lost: Faith and Possibility in the “Information Age” 3
- Theoretical Trajectories 27
- Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity 30
- An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism 60
- Histories: The Making of a New Medium 79
- Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960–1984 84
- Electronic Frontiers: Branding the “Nintendo Generation,” 1985–1990 109
- Mortal Kombats: Console Wars and Computer Revolutions, 1990–1995 128
- Age of Empires: Sony and Microsoft, 1995–2001 151
- The New Cyber-City: The Interactive Game Industry in the New Millennium 169
- Critical Perspectives 193
- Workers and Warez: Labour and Piracy in the Global Game Market 197
- Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace 218
- Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience 246
- Sim Capital 269
- Coda Paradox Regained 294
- Notes 299
- Bibliography 331
- Index 357