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Computer Games and the Social Imaginary

Autor Graeme Kirkpatrick
en Limba Engleză Paperback – 7 oct 2013
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.
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Specificații

ISBN-13: 9780745641119
ISBN-10: 0745641113
Pagini: 248
Dimensiuni: 146 x 208 x 25 mm
Greutate: 0.33 kg
Editura: Polity Press
Locul publicării:Chichester, United Kingdom

Public țintă

Upper level undergraduate students of digital media, games studies, information society, entertainment

Notă biografică

Graeme Kirkpatrick is senior lecturer in sociology at the University of Manchester.

Descriere

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.