Video games as American popular culture

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dc.contributor.authorWolf, Mark J.P.-
dc.date.accessioned2017-07-13T07:07:19Z-
dc.date.available2017-07-13T07:07:19Z-
dc.date.issued2017-
dc.identifier.citationQuaderns de Cine. 2017, 12: 119-128. doi:10.14198/QdCINE.2017.12.10es_ES
dc.identifier.issn1888-4571-
dc.identifier.urihttp://dx.doi.org/10.14198/QdCINE.2017.12.10-
dc.identifier.urihttp://hdl.handle.net/10045/68127-
dc.description.abstractVideo games have moved, possibly surpassing even movies, into a central role in American popular culture in a relatively short time, and today there is increasing evidence that the video game console –to some extent, as much as the personal computer– has emerged as a central media device through which “convergence culture” is taking place. In the world of massively multiplayer online games, new (and very real) economies and cultures have evolved with striking rapidity, while on a very different scale we see casual games like Angry Birds (2009) and Candy Crush (2012) increasingly becoming integrated into the rhythms of everyday life. Perhaps more than any other aspect of popular culture, video games have blurred the distinction between work and play; the games we play (and work at) tell us about American popular culture and where it is going.es_ES
dc.languageenges_ES
dc.publisherUniversitat d'Alacant. Vicerectorat de Cultura, Esport i Llengüeses_ES
dc.rightsLicencia Creative Commons Reconocimiento-NoComercial 4.0es_ES
dc.subjectVideo gameses_ES
dc.subjectPopular culturees_ES
dc.subject.otherCinees_ES
dc.titleVideo games as American popular culturees_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.peerreviewedsies_ES
dc.identifier.doi10.14198/QdCINE.2017.12.10-
dc.relation.publisherversionhttp://revistes.ua.es/quacinees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
Aparece en las colecciones:Quaderns de Cine - 2017, Núm. 12. Cine y videojuegos

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