Rationalizing play a critical theory of digital gaming

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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).

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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

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