Computer Games and the Social Imaginary
Kirkpatrick, Graeme
Sold by Textbooks_Source, Columbia, MO, U.S.A.
AbeBooks Seller since November 10, 2017
Used - Soft cover
Condition: Used - Good
Ships within U.S.A.
Quantity: 3 available
Add to basketSold by Textbooks_Source, Columbia, MO, U.S.A.
AbeBooks Seller since November 10, 2017
Condition: Used - Good
Quantity: 3 available
Add to basketShips 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).
Seller Inventory # 001519825U
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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