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Games of Empire: Global Capitalism and Video Games
Resource type
Authors/contributors
- Dyer-Witheford, Nick (Author)
- De Peuter, Greig (Author)
Title
Games of Empire: Global Capitalism and Video Games
Abstract
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 m
Series
Electronic mediations
Place
Minneapolis
Publisher
University of Minnesota Press
Date
2009
# of Pages
xxxv, 298 pages
Language
English
ISBN
978-0-8166-7051-2
Accessed
9/7/25, 8:40 PM
Extra
Available at Internet Archive to readers with print disabilities: https://archive.org/details/gamesofempireglo0000dyer
OCLC: 659579816
Notes
Contents: Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines.
Citation
Dyer-Witheford, N., & De Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. University of Minnesota Press. http://site.ebrary.com/id/10408965
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