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Paradox lost: faith and possibility in the information age -- Media analysis in the high-intensity marketplace: the three circuits of interactivity -- An ideal commodity? The interactive game in post-Fordist/postmodern/promotional capitalism -- Origins of an industry: cold warriors, hackers, and suits, 1960-1984 -- Electronic frontiers: branding the Nintendo generation, 1985-1990 -- Mortal Kombats: console wars and computer revolutions, 1990-1995 -- Age of empires: Sony and Microsoft, 1995-2001 -- The new cyber-city: the interactive game industry in the new millenium -- Workers and Warez: labour and piracy in the global game market -- Pocket monsters: marketing in the perpetual upgrade marketplace -- Designing militarized masculinity: violence, gender, and the bias of game experience -- Sim capital.
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