Race, Culture and the Video Game Industry

Race, Culture and the Video Game Industry

A Vicious Circuit

Srauy, Sam

Taylor & Francis Ltd

04/2024

158

Mole

Inglês

9781032398068

Pré-lançamento - envio 15 a 20 dias após a sua edição

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1. Rescuing an industry by leaning into fun/quality (1970s through 1980s) 2. "Fun" created an identity, but money made the "community" (1990s through the end of the 20th Century) 3. The Vicious Circuit and its Constraint on fun (2000s-2020s) 4. Finding hope in a hopeless place
Video game history;US culture;video games;digital games;race;racism;economics;media effects