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The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red
Hardback

The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red

$219.99
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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland.

Each company has used social media and technical content in the games to promote players’ belief that players control the companies’ game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ( modding ) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

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MORE INFO
Format
Hardback
Publisher
Bloomsbury Publishing Plc
Country
United States
Date
20 May 2021
Pages
344
ISBN
9781501352546

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland.

Each company has used social media and technical content in the games to promote players’ belief that players control the companies’ game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ( modding ) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Read More
Format
Hardback
Publisher
Bloomsbury Publishing Plc
Country
United States
Date
20 May 2021
Pages
344
ISBN
9781501352546