ABSTRACT

In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.

chapter 1|26 pages

Introduction

chapter 2|37 pages

Going Global?

The Value, Structure and Geography of the Digital Games Industry

chapter 3|42 pages

Production

Changing Production Logics, Organisations and Work/ers

chapter 4|32 pages

Circulation

Monitoring, Measuring and Adapting to Transnational Markets

chapter 5|36 pages

Going Local

Space, Place and Policy for Global Games Production

chapter 6|55 pages

Conclusion