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Titel och upphov Marx at the arcade : consoles, controllers, and class struggle
Utgivning, distribution etc. Chicago, Illinois : Haymarket Books, [2019]
DDC klassifikationskod (Dewey Decimal Classification)
SAB klassifikationskod
Fysisk beskrivning
Anmärkning: Innehållsbeskrivning, sammanfattning "In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies"-- Provided by publisher.
Term
ISBN
*00004452cam a22008897i 4500
*001114480
*00520191022100655.0
*008191022s2019 ilu|||||||||||000 0|eng|
*020 $a9781642590142
*035 $a(SE-LIBR)w6pt469ltmg99n2m
*040 $aYa$beng$cDLC$ei$erda
*041 $aeng
*05000$aHD9993.E452$bW66 2019
*08200$a338.477948$223
*084 $aP.04$2kssb/8 (machine generated)
*1001 $aWoodcock, Jamie$4aut
*24510$aMarx at the arcade :$bconsoles, controllers, and class struggle /$cJamie Woodcock.
*264 1$aChicago, Illinois :$bHaymarket Books,$c[2019]
*300 $aviii, 194 sidor
*336 $atext$btxt$2rdacontent
*337 $aunmediated$bn$2rdamedia
*338 $avolume$bnc$2rdacarrier
*5058 $aMaking video games -- A history of video games and play -- The video games industry -- The work of video games -- Organizing in the video games industry -- Playing video games -- Analyzing culture -- First-person shooters -- Role-playing, simulations, and strategy -- Political video games -- Online play -- Conclusion: why video games matter.
*520 $a"In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies"--$cProvided by publisher.
*650 7$aArbete$0https://id.kb.se/term/sao/Arbete$2sao
*650 7$aElektroniska spel$2sao$0https://id.kb.se/term/sao/Elektroniska%20spel
*650 7$aKulturindustri$2sao$0https://id.kb.se/term/sao/Kulturindustri
*650 7$aSpelprogrammering$2sao$0https://id.kb.se/term/sao/Spelprogrammering
*650 7$aSpelutveckling$2sao$0https://id.kb.se/term/sao/Spelutveckling
*650 0$aVideo games industry.
*650 0$aElectronic games industry.
*650 0$aVideo gamers.
*650 0$aVideo games $xDesign.
*650 0$aWork
*650 0$aLabor
*650 0$aElectronic games
*650 0$aCultural industries
*650 $aVideo spelsindustri
*852 $5Ya$bYa$j08/6187
*887 $a{"@id":"w6pt469ltmg99n2m","modified":"2019-10-22T10:06:55.987+02:00","checksum":"281690687785"}$2librisxl
*887 $5Ya$a{"@id":"w6pt49q6tls1gqfj","modified":"2019-10-22T12:26:54.464+02:00","checksum":"20235622434"}$2librisxl
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