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This content is not available in your country? At some point, most media consumers around the world have run into a message like this. Whether trying to watch a DVD purchased during a vacation abroad, play an imported Japanese video game, or listen to a Spotify library while traveling, we are constantly reminded of geography's imprint on digital culture. We are locked out. Despite utopian hopes of a borderless digital society, DVDs, video games, and streaming platforms include digital rights management mechanisms that block media access within certain territories. These technologies of "regional lockout" are meant first and foremost to keep the entertainment industries global markets distinct. But they also frustrate consumers and place territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, 'Locked Out' explores regional lockout's consequences for media around the globe. Power and capital are at play when it comes to who can consume what content and who can be a cultural influence. Looking across digital technologies, industries, and national contexts, 'Locked Out' argues that the practice of regional lockout has shaped and reinforced global hierarchies of geography and culture.
Culture diffusion --- Interactive multimedia --- Digital media --- Entertainment computing --- Trade regulation. --- Multimedia systems --- Diffusion culturelle --- Multimédias interactifs --- Médias numériques --- Divertissement informatique --- Commerce --- Multimédia --- Law and legislation. --- Law and legislation --- Law and legislation --- Law and legislation --- Droit --- Droit --- Droit --- Droit --- Réglementation
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"This content is not available in your country." At some point, most media consumers around the world have run into a message like this. Whether trying to watch a DVD purchased during a vacation abroad, play an imported Japanese video game, or listen to a Spotify library while traveling, we are constantly reminded of geography's imprint on digital culture. We are locked out. Despite utopian hopes of a borderless digital society, DVDs, video games, and streaming platforms include digital rights management mechanisms that block media access within certain territories. These technologies of "regional lockout" are meant first and foremost to keep the entertainment industries' global markets distinct. But they also frustrate consumers and place territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout's consequences for media around the globe. Power and capital are at play when it comes to who can consume what content and who can be a cultural influence. Looking across digital technologies, industries, and national contexts, Locked Out argues that the practice of regional lockout has shaped and reinforced global hierarchies of geography and culture.
Trade regulation. --- Entertainment computing. --- Digital media. --- Interactive multimedia. --- Multimedia systems. --- BBC. --- DVD. --- Spotify. --- activism. --- cinephilia. --- cosmopolitanism. --- cultural capital. --- diaspora. --- digital rights management. --- distribution. --- gamers. --- geoblocking. --- globalization. --- governance. --- hacking. --- internet. --- media literacy. --- mobility. --- music. --- piracy. --- region code. --- region codes. --- regional lockout. --- regulation. --- streaming. --- video games. --- video on demand.
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"This content is not available in your country." At some point, most media consumers around the world have run into a message like this. Whether trying to watch a DVD purchased during a vacation abroad, play an imported Japanese video game, or listen to a Spotify library while traveling, we are constantly reminded of geography's imprint on digital culture. We are locked out. Despite utopian hopes of a borderless digital society, DVDs, video games, and streaming platforms include digital rights management mechanisms that block media access within certain territories. These technologies of "regional lockout" are meant first and foremost to keep the entertainment industries' global markets distinct. But they also frustrate consumers and place territories on a hierarchy of global media access. Drawing on extensive research of media-industry strategies, consumer and retailer practices, and media regulation, Locked Out explores regional lockout's consequences for media around the globe. Power and capital are at play when it comes to who can consume what content and who can be a cultural influence. Looking across digital technologies, industries, and national contexts, Locked Out argues that the practice of regional lockout has shaped and reinforced global hierarchies of geography and culture.
Trade regulation. --- Entertainment computing. --- Digital media. --- Interactive multimedia. --- Multimedia systems. --- BBC. --- DVD. --- Spotify. --- activism. --- cinephilia. --- cosmopolitanism. --- cultural capital. --- diaspora. --- digital rights management. --- distribution. --- gamers. --- geoblocking. --- globalization. --- governance. --- hacking. --- internet. --- media literacy. --- mobility. --- music. --- piracy. --- region code. --- region codes. --- regional lockout. --- regulation. --- streaming. --- video games. --- video on demand.
Choose an application
Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.
Selling --- Mass media --- Retail trade --- Electronic commerce --- Economic aspects --- E-books --- Cybercommerce --- E-business --- E-commerce --- E-tailing --- eBusiness --- eCommerce --- Electronic business --- Internet commerce --- Internet retailing --- Online commerce --- Web retailing --- Commerce --- Information superhighway --- Retail industry --- Retailing --- Marketing --- Shopping centers --- Wholesale trade --- Electronic commerce. --- Retail trade. --- Economic aspects. --- Mass media. --- Mass media Economic aspects --- Mass Media --- Retail Trade --- Electronic Commerce --- Business & Economics --- Business & economics --- Sale, media retail, popular culture, consumers, consumer culture, digital age, books, DVDs, video games, lifestyle products, toys, media circulation, digital platforms, retail institutions, contemporary culture industries, media.
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