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Item Details
Title: COMPUTER GAMES AND THE SOCIAL IMAGINARY
By: Graeme Kirkpatrick
Format: Electronic book text

List price: £54.00


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 0745678955
ISBN 13: 9780745678955
Publisher: JOHN WILEY AND SONS LTD
Pub. date: 30 October, 2013
Series: Digital Media and Society
Pages: 248
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: Non-returnable
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COMPUTER GAMES AND THE SOCIAL IMAGINARY
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HISTORICAL MATERIALISM AND SOCIAL EVOLUTION
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TECHNOLOGY AND SOCIAL POWER (HB)
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THE FORMATION OF COMPUTER GAMING CULTURE IN UK GAMING MAGAZINES, 1981-1995
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