Contents
Illustrations
Acknowledgments
1 Paradox Lost: Faith and Possibility in the "Information Age" 3
Pt. 1 Theoretical Trajectories 27
2 Media Analysis in the High-Intensity Marketplace: The Three Circuits of Interactivity 30
3 An Ideal Commodity? The Interactive Game in Post-Fordist/Postmodern/Promotional Capitalism 60
Pt. 2 Histories: The Making of A New Medium 79
4 Origins of an Industry: Cold Warriors, Hackers, and Suits, 1960-1984 84
5 Electronic Frontiers: Branding the "Nintendo Generation," 1985-1990 109
6 Mortal Kombats: Console Wars and Computer Revolutions, 1990-1995 128
7 Age of Empires: Sony and Microsoft, 1995-2001 151
8 The New Cyber-City: The Interactive Game Industry in the New Millennium 169
Pt. 3 Critical Perspectives 193
9 Workers and Warez: Labour and Piracy in the Global Game Market 197
10 Pocket Monsters: Marketing in the Perpetual Upgrade Marketplace 218
11 Designing Militarized Masculinity: Violence, Gender, and the Bias of Game Experience 246
12 Sim Capital 269
Coda: Paradox Regained 294
Notes 299
Bibliography 331
Index