Summary
Contents
Subject index
The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introduction to the range of literatures and approaches currently contributing to digital game research. Each of the chapters outline key theoretical perspectives, theorists, and literatures to demonstrate their relevance to, and use in, the study of digital games.
The Economics of Digital Games
The Economics of Digital Games
Some may wonder why there is a need to dedicate a chapter to the economic aspects of digital games: after all, digital games are about creativity, eye-to-hand coordination, skill and fun, and, to some extent, can be considered a new form of art. Nevertheless, one must not forget that the digital games business is worth several billion dollars per year, that the players are giants such as Microsoft, Sony and Nintendo, and that games are essentially an industrial product created by companies who, in the long run, must cover all the costs they bear.
The aim of this chapter is to introduce the reader to the critical factors that drive competition and determine the success or failure ...
- Loading...