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Item Details
Title: COMPUTER GAMES AND THE SOCIAL IMAGINARY
By: Graeme Kirkpatrick
Format: Paperback

List price: £14.99
Our price: £13.49
Discount:
10% off
You save: £1.50
ISBN 10: 0745641113
ISBN 13: 9780745641119
Availability: Usually dispatched within 1-3 weeks.
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Stock: Currently 0 available
Publisher: POLITY PRESS
Pub. date: 6 September, 2013
Series: Digital Media and Society
Pages: 248
Description: Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.
Synopsis: In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and fun . In the process, play with computers became computer gaming a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and streamlined workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.
Publication: UK
Imprint: Polity Press
Returns: Returnable
Some other items by this author:
AESTHETIC THEORY AND THE VIDEO GAME (HB)
AESTHETIC THEORY AND THE VIDEO GAME (PB)
COMPUTER GAMES AND THE SOCIAL IMAGINARY
COMPUTER GAMES AND THE SOCIAL IMAGINARY
COMPUTER GAMES AND THE SOCIAL IMAGINARY
COMPUTER GAMES AND THE SOCIAL IMAGINARY (HB)
CRITICAL TECHNOLOGY (PB)
HISTORICAL MATERIALISM AND SOCIAL EVOLUTION
HISTORICAL MATERIALISM AND SOCIAL EVOLUTION (HB)
NEW MEDIA BEHIND THE IRON CURTAIN - CULTURAL HISTORY OF VIDEO, MICROCOMPUTERS AND SATELLITE TELEVISION IN COMMUNIST POLAND
TECHNICAL POLITICS
TECHNICAL POLITICS
TECHNICAL POLITICS (HB)
TECHNICAL POLITICS (HB)
TECHNOLOGY AND SOCIAL POWER (HB)
TECHNOLOGY AND SOCIAL POWER (PB)
THE FORMATION OF COMPUTER GAMING CULTURE IN UK GAMING MAGAZINES, 1981-1995
THE FORMATION OF GAMING CULTURE
THE FORMATION OF GAMING CULTURE (HB)
THE PHILOSOPHY OF SIMONDON
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