Deutsche Gesellschaft
für phänomenologische Forschung


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Buch | Kapitel

190791

Rationalizing play

M. Grimes Andrew Feenberg

pp. 21-41


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Abstrakt

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).

Publication details

Published in:

Feenberg Andrew, Friesen Norm (2012) (Re)inventing the internet: critical case studies. Dordrecht, Springer.

Seiten: 21-41


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DOI: 10.1007/978-94-6091-734-9_2

Referenz:

Grimes M., Feenberg Andrew (2012) „Rationalizing play“, In: A. Feenberg & N. Friesen (eds.), (Re)inventing the internet, Dordrecht, Springer, 21–41.