Digital Play: The Interaction of Technology, Culture, and Marketing
By S. Kline, N. Dyer-Witheford, G. D. Peuter. 2003
487 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c907d01aba45cfe76a83761f89bb1c661d79e5c2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Julian Kücklich
- Adrienne Shaw
Citations in the corpus
- Precarious Playbour: Modders and the Digital Games Industry (2005, background): “But even for the big players, profit margins are so slim that they rely increasingly on licenses and sequels to ensure profitability (see Kline et al., 2003).”
- Putting the Gay in Games (2009, background): “‘‘What unfolds in the managed dialogue of commercialized digital design is a process in which commodity form and consumer subjectivity circle around each other in a mating dance of mutual provocation and enticement’’ (Kline et al., 2003, p. 196).”