Computer Games and the Social Imaginary

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Computer Games and the Social Imaginary

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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Specificaties: Computer Games and the Social Imaginary

Taal

Engels

Bindwijze

Paperback

Druk

1

Verschijningsdatum

september 2013

Afmetingen

Afmeting: 21 x 14,7 x 1,9 cm

Aantal pagina's

248 pagina's

Illustraties

Nee

Auteur(s)

Graeme Kirkpatrick

Uitgever

Polity Press

EAN

9780745641119

Extra groot lettertype

Nee

Gewicht

294 g

Studieboek

Nee

Verpakking breedte

147 mm

Verpakking hoogte

19 mm

Verpakking lengte

210 mm

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Computer Games and the Social Imaginary
Computer Games and the Social Imaginary
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