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.
Gaming Globally: Production, Play, and Place (Critical Media Studies)
$84.69
This book provides a global and academic perspective on the video game industry, supporting critical media studies, sociology, and economics.
Additional information
Weight | 0.342 lbs |
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Dimensions | 14 × 1.7 × 21.6 in |
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