Scan barcode
![Digital Play: The Interaction of Technology, Culture, and Marketing by Stephen Kline, Greig de Peuter, Nick Dyer-Witheford](https://rwszupzmsadbjqghhiwjxwntmpecjm.thestorygraph.com/rails/active_storage/representations/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBK0tWUGc9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--34a2f103a08c759def4b8416e6f33857f5317bd8/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaDdCem9MWm05eWJXRjBTU0lJYW5CbkJqb0dSVlE2RkhKbGMybDZaVjkwYjE5c2FXMXBkRnNIYVFJc0FXa0M5QUU9IiwiZXhwIjpudWxsLCJwdXIiOiJ2YXJpYXRpb24ifX0=--038335c90cf75c275ae4d36968ac417dc4a0a3e3/Digital%20Play-%20The%20Interaction%20of%20Technology,%20Culture,%20and%20Marketing.jpg)
376 pages • first pub 2003 (editions)
ISBN/UID: 9780773525436
Format: Hardcover
Language: English
Publisher: McGill-Queen's University Press
Publication date: 26 May 2003
Description
Digital Play offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its current status as a $20 billion global cultura...
Community Reviews
Content Warnings
![Digital Play: The Interaction of Technology, Culture, and Marketing by Stephen Kline, Greig de Peuter, Nick Dyer-Witheford](https://rwszupzmsadbjqghhiwjxwntmpecjm.thestorygraph.com/rails/active_storage/representations/redirect/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBK0tWUGc9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--34a2f103a08c759def4b8416e6f33857f5317bd8/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaDdCem9MWm05eWJXRjBTU0lJYW5CbkJqb0dSVlE2RkhKbGMybDZaVjkwYjE5c2FXMXBkRnNIYVFJc0FXa0M5QUU9IiwiZXhwIjpudWxsLCJwdXIiOiJ2YXJpYXRpb24ifX0=--038335c90cf75c275ae4d36968ac417dc4a0a3e3/Digital%20Play-%20The%20Interaction%20of%20Technology,%20Culture,%20and%20Marketing.jpg)
376 pages • first pub 2003 (editions)
ISBN/UID: 9780773525436
Format: Hardcover
Language: English
Publisher: McGill-Queen's University Press
Publication date: 26 May 2003
Description
Digital Play offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its current status as a $20 billion global cultura...