Stephen Kline’s article “The new cyber-city: The interactive
game industry in the new millennium” discusses the virtual gaming industry
and its integration into society, primarily since the turn of the 21st
century. Kline’s main argument can be summed up by the following quotation from
the article: “The game industry is no longer a discrete and distinct sector.
All its circuits, technological, cultural, and promotional, have become
intertwined with the wider orbits of an e-capitalism betting on digital networks
as the critical zone for growth and profit” (Kline, 176). Throughout the
article, Kline repeatedly brings up the concept of “post-fordism”(the idea that
modern industrial production has moved away from mass production in huge
factories, as pioneered by Henry Ford, towards specialized markets based on
small flexible manufacturing units) and whether or not the video game industry
fits the idea. The article discusses how the video game market is one that has
larger effects on the world than just serving as an entertainment outlet.
The article
was published in a book titled “Digital Play: The Interaction of Technology,
Culture, and Marketing released in 2003, written by Kline and two other
professors specializing in media analysis. Though not explicitly stated, the
article appears to be intended for general readers who are looking for an
in-depth look at the emergence of the video game industry. Mcgill Queen’s
University Press, a company well known for publishing scholarly books,
published Kline’s book.
Stephen
Kline is a professor and director of media analysis at Simon Fraser University,
and graduated from the London School of Economics and Political Science. He has
been studying media analysis throughout his career, and is in charge of the
research department at the media analysis laboratory at Simon Fraser. He
appears to be an expert in the field, as his article is supported by a significant
amount of data and research.
After
reading reviews of the book, its audience seems to credit it as a reliable
source supported with valid evidence from its authors. Most reviews I came
across were written by other professors in the media analysis field, which is
an indication that the book is respected in the field and can be recognized as
a credible source. Other reviews from sites like Amazon.com suggest most
readers thoroughly enjoyed the book, and were able to clearly identify the
arguments Kline and the other authors made.
As I read
through the article, I kept wondering what an updated version of the 2003
article would look like in 2014. I came across another book, titled “The
Video Game Industry: Formation, Present State, and Future, written by two
professors of Marketing in Sweden published in 2014. After reading a
description of the book, I came to the conclusion that when Kline published his
article in 2003, the video game industry was extremely different than it is
today. The main difference between Kline’s book and others published about the
video game industry is that Kline covers the topic of how the industry has had
larger global effects, including effects on the military and impoverished
countries.
Works Cited: Kline, S. (2003). The new cyber-city: The interactive
game industry in the new millennium. Digital Play: The Interaction of
Technology, Culture, and Marketing. McGill Queen’s University Press.
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