Rationalizing play a critical theory of digital gaming

4Citations
Citations of this article
30Readers
Mendeley users who have this article in their library.
Get full text

Abstract

One of the fastest growing leisure activities of the new century, digital gaming has quickly developed from a marginalized children's pastime into a multi-billion dollar global industry. According to recent estimates by PricewaterhouseCoopers (2008), the global digital games market generated $41.9 billion in sales in 2007, and is expected to surpass $68 billion by 2012 (Bond, 2008). Industry analysis firm comScore estimates that approximately 217 million people worldwide played online games in 2007-a number that continues to multiply as broadband Internet access spreads across the globe (Castronova, 2005).

Cite

CITATION STYLE

APA

Grimes, M., & Feenberg, A. (2012). Rationalizing play a critical theory of digital gaming. In (Re)Inventing The Internet: Critical Case Studies (Vol. 9789460917349, pp. 21–41). Sense Publishers. https://doi.org/10.1007/978-94-6091-734-9_2

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free