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.
"Sinopsis" puede pertenecer a otra edición de este libro.
Graeme Kirkpatrick is senior lecturer in sociology at the University of Manchester.
"Sobre este título" puede pertenecer a otra edición de este libro.
EUR 17,52 gastos de envío desde Estados Unidos de America a España
Destinos, gastos y plazos de envíoEUR 17,52 gastos de envío desde Estados Unidos de America a España
Destinos, gastos y plazos de envíoLibrería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: New. Nº de ref. del artículo: 19243416-n
Cantidad disponible: 3 disponibles
Librería: PBShop.store UK, Fairford, GLOS, Reino Unido
HRD. Condición: New. New Book. Shipped from UK. Established seller since 2000. Nº de ref. del artículo: FW-9780745641102
Cantidad disponible: 3 disponibles
Librería: Ria Christie Collections, Uxbridge, Reino Unido
Condición: New. In. Nº de ref. del artículo: ria9780745641102_new
Cantidad disponible: 3 disponibles
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
Condición: As New. Unread book in perfect condition. Nº de ref. del artículo: 19243416
Cantidad disponible: 3 disponibles
Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
Hardback. Condición: New. New copy - Usually dispatched within 4 working days. 436. Nº de ref. del artículo: B9780745641102
Cantidad disponible: 3 disponibles
Librería: moluna, Greven, Alemania
Gebunden. Condición: 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 . Nº de ref. del artículo: 556563590
Cantidad disponible: 3 disponibles
Librería: AHA-BUCH GmbH, Einbeck, Alemania
Buch. Condición: 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. Nº de ref. del artículo: 9780745641102
Cantidad disponible: 2 disponibles
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Condición: 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. . . . . Nº de ref. del artículo: V9780745641102
Cantidad disponible: 15 disponibles
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
Condición: As New. Unread book in perfect condition. Nº de ref. del artículo: 19243416
Cantidad disponible: 3 disponibles
Librería: Majestic Books, Hounslow, Reino Unido
Condición: New. pp. 248. Nº de ref. del artículo: 95366276
Cantidad disponible: 3 disponibles