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Digital play: the interaction of technology, culture, and marketing PDF

378 Pages·2003·3.993 MB·English
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108982.book Page i Wednesday, April 23, 2003 7:36 PM digital play 108982.book Page ii Wednesday, April 23, 2003 7:36 PM 108982.book Page iii Wednesday, April 23, 2003 7:36 PM Digital Play The Interaction of Technology, Culture, and Marketing stephen kline, nick dyer-witheford, and greig de peuter McGill-Queen’s University Press Montreal & Kingston · London · Ithaca 108982.book Page iv Wednesday, April 23, 2003 7:36 PM © McGill-Queen’s University Press 2003 isbn 0-7735-2543-2 (cloth) isbn 0-7735-2591-2 (paper) Legal deposit second quarter 2003 Bibliothèque nationale du Québec Printed in Canada on acid-free paper. This book has been published with the help of a grant from the Canadian Federation for the Humanities and Social Sciences, through the Aid to Scholarly Publications Programme, using funds provided by the Social Sciences and Humanities Research Council of Canada. Funding has also been received through sshrc grant no. r2298a04, The Canadian Video and Computer Game Industry. McGill-Queen’s University Press acknowledges the support of the Canada Council for the Arts for our publishing program. We also acknowledge the financial support of the Government of Canada through the Book Publishing Industry Development Program (bpidp) for our publishing activities. National Library of Canada Cataloguing in Publication Data Kline, Stephen Digital play: the interaction of technology, culture, and marketing / Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter. Includes bibliographical references and index. isbn 0-7735-2543-2 (bnd) isbn 0-7735-2591-2 (pbk) 1. Electronic games industry. 2. Electronic games – Social aspects. i. Dyer-Witheford, Nick, 1951– ii. de Peuter, Greig, 1974– iii. Title. hd9993.e452k58 2003 338.4’77948 c2002-905794-9 Typeset in Sabon 10/12 by Caractéra inc., Quebec City 108982.book Page v Wednesday, April 23, 2003 7:36 PM Contents Illustrations vii Acknowledgments ix 11 Paradox Lost: Faith and Possibility in the “Information Age” 3 part one theoretical trajectories 27 12 Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity 30 13 An Ideal Commodity? The Interactive Game in Post-Fordist/ Postmodern/Promotional Capitalism 60 part two histories: the making of a new medium 79 14 Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960–1984 84 15 Electronic Frontiers: Branding the “Nintendo Generation,” 1985–1990 109 16 Mortal Kombats: Console Wars and Computer Revolutions, 1990–1995 128 17 Age of Empires: Sony and Microsoft, 1995–2001 151 18 The New Cyber-City: The Interactive Game Industry in the New Millennium 169 108982.book Page vi Wednesday, April 23, 2003 7:36 PM vi Contents part three critical perspectives 193 19 Workers and Warez: Labour and Piracy in the Global Game Market 197 10 Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace 218 11 Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience 246 12 Sim Capital 269 Coda Paradox Regained 294 Notes 299 Bibliography 331 Index 357 108982.book Page vii Wednesday, April 23, 2003 7:36 PM Illustrations tables 1 Genre by Unit Sales, 1998 254 diagrams 1 The Circuit of Capital 51 2 The Three Circuits (a) 51 3 The Three Circuits (b) 52 4 The Three Circuits of Interactivity 53 5 Contradictions in the Three Circuits of Interactivity 54 6 The Three Circuits of Interactivity in the Mediatized Global Marketplace 58 7 The Interactive Game Industry 172 108982.book Page viii Wednesday, April 23, 2003 7:36 PM 108982.book Page ix Wednesday, April 23, 2003 7:36 PM Acknowledgments When we first embarked on this project, relatively little scholarly attention was devoted to computer and video games and the emergence of an interactive entertainment industry. Yet today this book is part of a rapidly expanding commentary on the computer and video games industry, including, among others, Michael Hayes, Stuart Dinsey, and Nick Parker’s Games War, J.C. Herz’s Joystick Nation, Steven Poole’s Trigger Happy, Douglas Rushkoff’s Playing the Future, and David Sheff’s Game Over. We have used their work extensively, but in reading their accounts, perceived the need for a more critical analysis of this new medium. Stephen Kline wishes to thank his children, Daniel Shennen and Meghan Sarah, for alerting him to the importance of this new medium, and graduate students Brent de Waal and Jackie Botterill who helped him transfer his parental concerns about Leisure Suit Larry into a research program supported by the Social Sciences and Humanities Research Council of Canada. Diana Ambrozas and Brent Stafford made important early contributions to the development of this research project and David Murphy has provided encouragement and technical support throughout. He also wishes to thank the many colleagues who have listened with patience and commented generously on various aspects of this work in progress. Nick Dyer-Witheford thanks many friends in the Media, Information and Technoculture program of the Faculty of Information and Media Studies at the University of Western Ontario for their ongoing support and inspiration: Bernd Frohmann, Gloria Leckie, and Catherine Ross for welcoming him to the program that provided an exciting matrix for work on this book; Carole Farber, Tim Blackmore, and Jacquie Burkell for collegial exchanges about webs, war, and women online; and Zena Sharman, David Kinlough, Anthony Martin, Dave Kudirka, 108982.book Page x Wednesday, April 23, 2003 7:36 PM x Acknowledgments Edward Fraser, and many other students, undergraduate and graduate, for discussions of digital play that made teaching truly interactive. He also thanks his wife Anne, and his daughters, Adrienne and Miranda, for supporting the toil behind this book and also for not getting too interested in computer and video games – one of their many shining examples of autonomy from the compulsions of virtual capitalism. Greig de Peuter thanks students and faculty in the School of Com- munication at Simon Fraser University for facilitating an environment for critical thought. For providing intellectual support and personal encouragement in equal intensity, Greig extends special thanks to Albert Banerjee, Mark Coté, David Murphy, and Katharine Perak; your words were vital in seeing this project through to completion. He also thanks his partner, Sheila, for her role in moving this project from the virtual to the actual. Finally, he thanks his parents for buying him an Atari 2600. At McGill-Queen’s University Press, we wish to thank Aurèle Parisien, for his enthusiastic support for the project from the outset. Claire Gigantes, our copyeditor, has provided the thorough reading that a multiauthored manuscript requires, and Joan McGilvray has helped usher the book through the final stages of publication. We would especially like to express thanks to our two anonymous reviewers for their insightful remarks and helpful suggestions.

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