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  • The Digital Role-Playing Game and Technical Communication: A History of Bethesda, BioWare, and CD Projekt Red

    The Digital Role-Playing Game and Technical Communication by Reardon, Daniel; Wright, David;

    A History of Bethesda, BioWare, and CD Projekt Red

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      • Publisher's listprice GBP 110.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        52 552 Ft (50 050 Ft + 5% VAT)
      • Discount 20% (cc. 10 510 Ft off)
      • Discounted price 42 042 Ft (40 040 Ft + 5% VAT)

    52 552 Ft

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    Long description:

    With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland.

    Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

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    Table of Contents:

    List of Illustrations
    Foreword by Adam Crowley
    Introduction: RPGs and the Explosion of Technical Content
    1: Birth of the DRPG
    2: New Century, New Technologies, New Challenges
    3: Crowdsourcing -- The Game Changer
    4: At the Top of Their Games
    5: A Cocreative Game World, for Better or for Worse
    6: The Social Media Imperium
    7: Bigger, More, Better
    8: The Wheels Fall Off
    Notes
    Index

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