Bibliographie complète
Virtual Worlds, Digital Dreams
Type de ressource
Chapitre de livre
Auteurs/contributeurs
- Zayani, Mohamed (Éditeur)
- Šisler, Vít (Auteur)
Titre
Virtual Worlds, Digital Dreams
Résumé
Video games are inherently transnational by virtue of their industrial, textual and player practices. Until recently, the focus of research on the social and cultural aspects of video games has been on the traditional centers of the video game industry consumption, while the international flows of digital gaming remained largely underexplored. This chapter analyzes the cultural dynamics and technological processes influencing both video game development and the gaming culture in the Middle East. It conceptualizes Middle Eastern video games as imaginary spaces that entangle diverse and contradictory processes: global cultural flows, media policies of nation states, visions and engagements of private entrepreneurs, and migration and appropriation of Western game genres and rule systems. By mapping out dominant trends, the chapter offers the opportunity to think about processes and flows influencing the video game industry in the Middle East during the first fifteen years of its existence
Titre du livre
Digital Middle East: state and society in the information age
Nb de volumes
1 online resource (xii, 335 pages)
Lieu
New York
Maison d’édition
Oxford University Press
Date
2018
Langue
Anglais
ISBN
978-0-19-093465-1 978-0-19-094297-7
Catalogue de bibl.
WorldCat Discovery Service
Référence
Šisler, V. (2018). Virtual Worlds, Digital Dreams. Dans M. Zayani (dir.), Digital Middle East: state and society in the information age (vol. 1-1 online resource (xii, 335 pages)). Oxford University Press. http://www.worldcat.org/oclc/1038425931
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques
Lien vers cette notice