dc.contributor.author | Klevjer, Rune | |
dc.contributor.editor | Ludes, Peter | |
dc.date.accessioned | 2017-12-20T10:38:45Z | |
dc.date.available | 2017-12-20T10:38:45Z | |
dc.date.issued | 2008 | |
dc.Published | Klevjer RK: The Cultural Value of Games: Computer Games and Cultural Policy in Europe. In: Ludes. Convergence and Fragmentation. Media Technology and the Information Society, 2008. Intellect Ltd. p. 71-90 | eng |
dc.identifier.uri | http://hdl.handle.net/1956/17052 | |
dc.description.abstract | In this chapter I want to discuss the concept of ‘cultural value’ in computer games, as a reflection on why and how games might be a part of a future European cultural policy. To readers who are only vaguely familiar with the various aesthetics and practices of this medium, the general considerations addressed may also serve as a useful first introduction to a relatively new field. | en_US |
dc.language.iso | eng | eng |
dc.publisher | Intellect Ltd | eng |
dc.relation.ispartofseries | Changing Media, Changing Europe | en_US |
dc.subject | computer games | eng |
dc.subject | cultural policy | eng |
dc.subject | game development | eng |
dc.subject | aesthetics | eng |
dc.subject | technology | eng |
dc.subject | techno-politics | eng |
dc.subject | pleasure, e-policy | eng |
dc.subject | entertainment | eng |
dc.subject | media | eng |
dc.subject | online communities | eng |
dc.subject | innovation | eng |
dc.subject | perception | eng |
dc.subject | narrative literature | eng |
dc.subject | Europe | eng |
dc.subject | fragmentation | eng |
dc.title | The Cultural Value of Games: Computer Games and Cultural Policy in Europe | eng |
dc.type | Chapter | en_US |
dc.type | Peer reviewed | en_US |
dc.date.updated | 2017-09-26T13:45:40Z | |
dc.description.version | acceptedVersion | |
dc.rights.holder | Copyright Intellect Ltd | en_US |
dc.identifier.cristin | 45831 | |