

The book investigates how the blockbuster game is institutionally embedded, how game software is integrated with game hardware and how the commodity form is at the same time culturally defined and shaped both by consumer and industry practices. Drawing on political economy, critical theory, media economics and innovation studies, this book theorizes how the forces of capitalism shape the console game's commodity form, how Triple-A games work as products and which purpose they serve for game publishers and platform owners Microsoft and Sony.

It is argued that the Triple-A game's commodity form, also known as the blockbuster game, hit game, or core game, is emblematic for a specific modality of cultural production in the game industry. With the launch of the Xbox 360 (2005) and the Playstation 3 (2006), the advent of the seventh console cycle afforded a new type of cultural commodity: The 'next gen' Triple-A videogame.

The aim of this book is to deconstruct, theorize and critique the development and circulation of console games.
