Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally

  • Randy Nichols
Part of the Critical Media Studies book series (CMEDS)

Abstract

When the seventh generation of video game consoles began to hit the market in 2005 and 2006, it was quickly apparent that while the audience for video games and the industry producing them was increasingly stable, the role of the machines and the games they played was changing. Stories covering them appeared across the spectrum of mainstream media in North America, Europe, and Japan, and what was covered went beyond discussions of hardware functionality and questions of the effects of video game playing on children to discussions of video games as a part of daily life. Video game products were becoming mainstream, adapting a variety of functions and incorporating an increasingly sophisticated aesthetic that was designed to appeal to a broad audience.

Keywords

Wall Street Journal Game Developer Game Industry Global Total Game Production 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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© Nina B. Huntemann and Ben Aslinger 2013

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  • Randy Nichols

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