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dc.contributor.authorKlevjer, Rune
dc.contributor.editorLudes, Peter
dc.date.accessioned2017-12-20T10:38:45Z
dc.date.available2017-12-20T10:38:45Z
dc.date.issued2008
dc.PublishedKlevjer 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. 71-90eng
dc.identifier.urihttp://hdl.handle.net/1956/17052
dc.description.abstractIn 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.isoengeng
dc.publisherIntellect Ltdeng
dc.relation.ispartofseriesChanging Media, Changing Europeen_US
dc.subjectcomputer gameseng
dc.subjectcultural policyeng
dc.subjectgame developmenteng
dc.subjectaestheticseng
dc.subjecttechnologyeng
dc.subjecttechno-politicseng
dc.subjectpleasure, e-policyeng
dc.subjectentertainmenteng
dc.subjectmediaeng
dc.subjectonline communitieseng
dc.subjectinnovationeng
dc.subjectperceptioneng
dc.subjectnarrative literatureeng
dc.subjectEuropeeng
dc.subjectfragmentationeng
dc.titleThe Cultural Value of Games: Computer Games and Cultural Policy in Europeeng
dc.typeChapteren_US
dc.typePeer revieweden_US
dc.date.updated2017-09-26T13:45:40Z
dc.description.versionacceptedVersion
dc.rights.holderCopyright Intellect Ltden_US
dc.identifier.cristin45831


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