music

New entry in Digiplay games research bibliography:

This article investigates the Grand Theft Auto videogame series in order to demonstrate the potential of a folkloristic, ethnographic approach for the analysis of digital games. I discuss Grand Theft Auto: San Andreas as a story collection, a frame for performance, a virtual museum of vernacular culture, and a widely circulated pop culture artifact whose double-voiced aesthetic has given rise to diverse interpretive communities. This case study suggests that digital gameplay should be regarded as a form of performance practice with the capacity to invoke traditional folkloric genres and engender new traditions.

New entry in Digiplay games research bibliography:

Digital products can be copied at almost no cost and are subject to non-commercial copying by final consumers. Because the copy of a copy typically does not deteriorate in quality, copies can become available on a large scale basis - this can be illustrated by the surge of file-sharing networks. In this paper we provide a critical overview of the theoretical literature that addresses the economic consequences of end-user copying. We analyze basic models of piracy, models with indirect appropriation, models with network effects, and models with asymmetric information. We discuss the applicability of the different modeling strategies to a number of industries such as software, video and computer games, music, and movies.

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