Economic Games People Play


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Games People Played


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"Games People Played is, surprisingly, the first global history of sport. Wray Vamplew assesses how sports have developed and diffused across continents and centuries, exploring topics such as emotion, discrimination and conviviality; politics, nationalism and protest; and how economics has turned sport into a huge consumer industry. Sport is sociable, charitable and health-giving, but this book also examines its dark side: its impact on the environment, players' use of performance-enhancing drugs and the repercussions of match fixing. Covering everything from curling to baseball, boxing to motor racing, Games People Played will appeal to anyone who plays, watches and enjoys sport."--Publisher's description




Games People Play


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Games in Economic Development


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Games People Play


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The Evolution and Social Impact of Video Game Economics


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Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.




Games People Played


Book Description

Now in paperback, this first global history of sports offers all spectators and participants a reason to cheer—and to think. Games People Played is, surprisingly, the first global history of sports. The book shows how sports have been practiced, experienced, and made meaningful by players and fans throughout history. It assesses how sports developed and diffused across the globe, as well as many other aspects, from emotion, discrimination, and conviviality; to politics, nationalism, and protest; and how economics has turned sports into a huge consumer industry. It shows how sports are sociable and health-giving, and also contribute to charity. However, it also examines their dark side: sports’ impact on the environment, the use of performance-enhancing drugs, and match-fixing. Covering everything from curling to baseball, boxing to motor racing, this book will appeal to anyone who plays, watches, and enjoys sports, and wants to know more about their history and global impact.




The Games People Play


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In 'The Games People Play', Robert Ellis constructs a theology around the global cultural phenomenon of modern sport, paying particular attention to its British and American manifestations. Using historical narrative and social analysis to enter thedebate on sport as religion, Ellis shows that modern sport may be said to have taken on some of the functions previously vested in organized religion. Through biblical and theological reflection, he presents a practical theology of sport's appeal and value, with special attention to the theological concept of transcendence. Throughout, he draws on original empirical work with sports participants and spectators.'The Games People Play' addresses issues often considered problematic in theological discussions of sport such as gender, race, consumerism, and the role of the modern media, as well as problems associated with excessive competition and performance-enhancing substances.




Games of Empire


Book Description

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.




Tetris


Book Description

Documents the history of the video game Tetris and looks at the role games play in art, culture, and commerce.