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This paper signals the aesthetic and socio-economic impli- cations of a new generation of commercial media culture in an age of computer network-facilitated participation. It explores the cultural status of the online game America’s Army: Operations (US Army, 2002) that has commerce at the core of its brand identity. The game exemplifies the link- age of commercial goals with cultural texts through cre- ating engaging experiences, initiated by commercial corpo- rations for reasons of promotion and profit, enabled by computer networks, and – to a lesser extent - given form by various members of the public.
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Shenja van der Graaf (Wed,) studied this question.
www.synapsesocial.com/papers/6a097d054b13cba792513f06 — DOI: https://doi.org/10.26503/dl.v2003i1.55
Shenja van der Graaf
Utrecht University
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