Games of Empire Global Capitalism and Video Games by Nick Dyer-Witheford PB

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Item specifics

Condition
Very Good: A book that has been read but is in excellent condition. No obvious damage to the cover, ...
ISBN
9780816666119
Category

About this product

Product Identifiers

Publisher
University of Minnesota Press
ISBN-10
0816666113
ISBN-13
9780816666119
eBay Product ID (ePID)
73588300

Product Key Features

Book Title
Games of Empire : Global Capitalism and Video Games
Number of Pages
320 Pages
Language
English
Topic
Media Studies, Globalization, Imperialism, General, Video & Electronic
Publication Year
2009
Genre
Political Science, Social Science, Games & Activities
Author
Nick Dyer-Witheford, Greig De Peuter
Book Series
Electronic Mediations Ser.
Format
Trade Paperback

Dimensions

Item Height
0.7 in
Item Weight
14.7 Oz
Item Length
8.5 in
Item Width
5.5 in

Additional Product Features

Intended Audience
Trade
LCCN
2009-029170
Dewey Edition
22
Series Volume Number
29
Dewey Decimal
794.8
Table Of Content
Acknowledgments Introduction: Games in the Age of Empire Part I. Game Engine: Labor, Capital, Machine 1. Immaterial Labor: A Workers' History of Videogaming 2. Cognitive Capitalism: Electronic Arts 3. Machinic Subjects: The Xbox and Its Rivals Part II. Gameplay: Virtual/Actual 4. Banal War: Full Spectrum Warrior 5. Biopower Play: World of Warcraft 6. Imperial City: Grand Theft Auto Part III. New Game? 7. Games of Multitude 8. Exodus: The Metaverse and the Mines Notes Bibliography Index
Synopsis
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 media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them., 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 media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
LC Classification Number
GV1469.34.S52D94

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