Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
1116977926
Gaming Globally: Production, Play, and Place
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
109.99
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![Gaming Globally: Production, Play, and Place](http://vs-images.bn-web.com/static/redesign/srcs/images/grey-box.png?v11.11.2)
Gaming Globally: Production, Play, and Place
279![Gaming Globally: Production, Play, and Place](http://vs-images.bn-web.com/static/redesign/srcs/images/grey-box.png?v11.11.2)
Gaming Globally: Production, Play, and Place
279Paperback(1st ed. 2013)
$109.99
109.99
In Stock
Product Details
ISBN-13: | 9781349435012 |
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Publisher: | Palgrave Macmillan US |
Publication date: | 12/28/2012 |
Series: | Critical Media Studies |
Edition description: | 1st ed. 2013 |
Pages: | 279 |
Product dimensions: | 5.51(w) x 8.50(h) x (d) |
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