Kirkpatrick graeme (194 Ergebnisse)

- Softcover
Anbieter: Zoom Books East, Glendale Heights, IL, USAZoom Books East
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Zustand: very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service.

- Softcover
Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes KönigreichWorldofBooks
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EUR 9,39
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Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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EUR 14,08
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Zustand: good. May show signs of wear, highlighting, writing, and previous use. This item may be a former library book with typical markings. No guarantee on products that contain supplements Your satisfaction is 100% guaranteed. Twenty-five year bookseller with shipments to over fifty million happy customers.…

- Softcover
- Erstausgabe
Anbieter: Textbooks_Source, Columbia, MO, USATextbooks_Source
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EUR 12,88
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paperback. Zustand: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).

- Softcover
- Erstausgabe
Anbieter: Better World Books Ltd, Dunfermline, Vereinigtes KönigreichBetter World Books Ltd
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EUR 11,58
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Zustand: Good. 1st Edition. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.…

- Softcover
Anbieter: Better World Books, Mishawaka, IN, USABetter World Books
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EUR 19,55
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Zustand: Good. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.

- Softcover
Anbieter: Anybook.com, Lincoln, Vereinigtes KönigreichAnybook.com
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EUR 3,01
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Zustand: Fair. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. Book contains pencil markings. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,400grams, ISBN:9781403947307.…

- Softcover
Anbieter: Anybook.com, Lincoln, Vereinigtes KönigreichAnybook.com
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EUR 3,37
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Zustand: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,400grams, ISBN:9781403947307.

- Softcover
Anbieter: Better World Books: West, Reno, NV, USABetter World Books: West
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EUR 20,14
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Zustand: Fine. Used book that is in almost brand-new condition. May contain a remainder mark. Better World Books: Buy Books. Do Good.

- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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EUR 17,87
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Zustand: New.

- Softcover
- Erstausgabe
Anbieter: Grand Eagle Retail, Bensenville, IL, USAGrand Eagle Retail
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EUR 20,26
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Paperback. Zustand: new. Paperback. 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. 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

- Softcover
Anbieter: INDOO, Avenel, NJ, USAINDOO
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EUR 20,77
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Zustand: New. Brand New.

- Softcover
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes KönigreichRarewaves.com USA
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EUR 20,87
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Paperback. Zustand: New. 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.…

- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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EUR 18,59
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Zustand: As New. Unread book in perfect condition.

- Softcover
Anbieter: ThriftBooks-Atlanta, AUSTELL, GA, USAThriftBooks-Atlanta
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EUR 21,00
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Paperback. Zustand: Very Good. No Jacket. Former library book; May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

- Softcover
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes KönigreichPBShop.store UK
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EUR 20,01
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PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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EUR 25,65
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Zustand: New.

- Softcover
Anbieter: PBShop.store US, Wood Dale, IL, USAPBShop.store US
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EUR 28,04
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PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

- Softcover
Anbieter: Brook Bookstore On Demand, Napoli, NA, ItalienBrook Bookstore On Demand
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EUR 21,35
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Zustand: new.

- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
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EUR 25,86
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Zustand: As New. Unread book in perfect condition.

- Hardcover
Anbieter: Phatpocket Limited, Waltham Abbey, HERTS, Vereinigtes KönigreichPhatpocket Limited
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EUR 16,28
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Zustand: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions.…

- Softcover
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes KönigreichRarewaves.com USA
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EUR 29,79
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Paperback. Zustand: New. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno.Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.…

- Softcover
Anbieter: Majestic Books, Hounslow, Vereinigtes KönigreichMajestic Books
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EUR 23,45
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Zustand: New. pp. 248.

- Softcover
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes KönigreichPBShop.store UK
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PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

- Softcover
Anbieter: Kennys Bookstore, Olney, MD, USAKennys Bookstore
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EUR 23,06
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Zustand: New. This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. Num Pages: 256 pages, Illustrations, black & white. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282. Books ship from the US and Ireland.…

- Softcover
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandKennys Bookshop and Art Galleries Ltd.
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EUR 22,69
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Zustand: New. This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. Num Pages: 256 pages, Illustrations, black & white. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282.…

- Softcover
Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books
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Paperback. Zustand: Brand New. 1st edition. 248 pages. 8.50x6.00x0.75 inches. In Stock.

- Softcover
Anbieter: Rarewaves USA, HEBRON, KY, USARarewaves USA
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EUR 34,86
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Paperback. Zustand: New. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno.Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.…

- Softcover
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes KönigreichRia Christie Collections
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EUR 24,12
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Zustand: New. In English.

- Softcover
- Erstausgabe
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandKennys Bookshop and Art Galleries Ltd.
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EUR 25,46
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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: 148 x 211 x 16. Weight in Grams: 328. . 2013. 1st Edition. Paperback. . . . .…