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Cultural production of video games: conditions of control and resistance
Sian Tomkinson, Tauel Harper
Arts & Communication
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Keyphrases
Video Games
100%
Cultural Production
100%
Gamers
66%
Game Production
66%
Digital Technology
33%
Production Cost
33%
Game Industry
33%
High Cost
33%
Frankfurt School
33%
Culture Industry
33%
Platform Owner
33%
School Culture
33%
Means of Production
33%
Subculture
33%
Technological Literacy
33%
Platform Technology
33%
Platformization
33%
Video Game Industry
33%
Winner-take-all
33%
Minecraft
33%
Game Culture
33%
Universal Windows Platform
33%
Digital Nature
33%
Cultural Control
33%
Enthusiast Communities
33%
Star Wars
33%
Video Game Production
33%
Social Sciences
Cultural Production
100%
Video Game
100%
Ownership
25%
Culture Industry
25%
Frankfurt School
25%
Science Popularization
25%
School Culture
25%
Means of Production
25%
Subcultures
25%
Economics, Econometrics and Finance
Industry
100%
Ownership
50%
Production Costs
50%
Culture Industry
50%
Psychology
Minecraft
100%
Star Wars
100%