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.
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
Graeme Kirkpatrick is senior lecturer in sociology at the University of Manchester.
„Über diesen Titel“ kann sich auf eine andere Ausgabe dieses Titels beziehen.
EUR 17,49 für den Versand von USA nach Deutschland
Versandziele, Kosten & DauerGratis für den Versand innerhalb von/der Deutschland
Versandziele, Kosten & DauerAnbieter: moluna, Greven, Deutschland
Gebunden. Zustand: New. It is well researched, well argued, and one of the finest books to date on the subject of digital games. New Media and Society The classic studies of games argue that play mirrors social life. But what kind of story must theory tell when society begins to . Bestandsnummer des Verkäufers 556563590
Anzahl: 3 verfügbar
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch. Zustand: Neu. Neuware - 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. Bestandsnummer des Verkäufers 9780745641102
Anzahl: 2 verfügbar
Anbieter: GreatBookPrices, Columbia, MD, USA
Zustand: New. Bestandsnummer des Verkäufers 19243416-n
Anzahl: 3 verfügbar
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
HRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000. Bestandsnummer des Verkäufers FW-9780745641102
Anzahl: 3 verfügbar
Anbieter: GreatBookPrices, Columbia, MD, USA
Zustand: As New. Unread book in perfect condition. Bestandsnummer des Verkäufers 19243416
Anzahl: 3 verfügbar
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
Zustand: New. In. Bestandsnummer des Verkäufers ria9780745641102_new
Anzahl: 3 verfügbar
Anbieter: THE SAINT BOOKSTORE, Southport, Vereinigtes Königreich
Hardback. Zustand: New. New copy - Usually dispatched within 4 working days. 436. Bestandsnummer des Verkäufers B9780745641102
Anzahl: 3 verfügbar
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irland
Zustand: New. 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. Series: Digital Media and Society. Num Pages: 248 pages. BIC Classification: JFD; UBJ; UDX. Category: (P) Professional & Vocational. Dimension: 218 x 149 x 23. Weight in Grams: 406. . 2013. 1st Edition. Hardcover. . . . . Bestandsnummer des Verkäufers V9780745641102
Anzahl: 15 verfügbar
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes Königreich
Zustand: As New. Unread book in perfect condition. Bestandsnummer des Verkäufers 19243416
Anzahl: 3 verfügbar
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
Zustand: New. pp. 248. Bestandsnummer des Verkäufers 95366276
Anzahl: 3 verfügbar