Isbn: 9780745641119 - computer games and the social imaginary (digital media and society) (25 resultados)

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Librería: Zoom Books East, Glendale Heights, IL, Estados Unidos de AmericaZoom Books East
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EUR 10,94
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Condición: 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.

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Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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Condición: 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.…

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- Primera edición
Librería: Textbooks_Source, Columbia, MO, Estados Unidos de AmericaTextbooks_Source
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EUR 12,85
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paperback. Condición: 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).

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- Primera edición
Librería: Better World Books Ltd, Dunfermline, Reino UnidoBetter World Books Ltd
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EUR 11,55
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Condición: 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.…

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Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 17,84
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Condición: New.

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- Primera edición
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail
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EUR 20,22
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Paperback. Condición: 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.…

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Librería: INDOO, Avenel, NJ, Estados Unidos de AmericaINDOO
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EUR 20,73
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Condición: New. Brand New.

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Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA
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EUR 20,83
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Paperback. Condición: 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.…

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Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices
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EUR 18,55
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Condición: As New. Unread book in perfect condition.

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Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK
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EUR 20,01
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PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

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Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand
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EUR 21,35
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Condición: new.

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Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books
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EUR 23,40
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Condición: New. pp. 248.

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Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
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EUR 21,94
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Paperback. Condición: Brand New. 1st edition. 248 pages. 8.50x6.00x0.75 inches. In Stock.

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Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections
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EUR 24,12
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Condición: New. In English.

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- Primera edición
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.
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EUR 25,46
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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: 148 x 211 x 16. Weight in Grams: 328. . 2013. 1st Edition. Paperback. . . . .…

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Librería: THE SAINT BOOKSTORE, Southport, Reino UnidoTHE SAINT BOOKSTORE
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EUR 19,49
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Paperback / softback. Condición: New. New copy - Usually dispatched within 4 working days.

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Librería: Ubiquity Trade, Miami, FL, Estados Unidos de AmericaUbiquity Trade
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EUR 34,33
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Condición: New. Brand new! Please provide a physical shipping address.

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Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
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EUR 19,48
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Condición: New.

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Librería: Chiron Media, Wallingford, Reino UnidoChiron Media
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EUR 19,30
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paperback. Condición: New.

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Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle
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EUR 34,58
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Condición: New. pp. 248.

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Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
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EUR 20,37
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Condición: 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.…

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Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK
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EUR 21,60
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Condición: As New. Unread book in perfect condition.

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Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore
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EUR 31,18
Envío por EUR 9,14Se envía dentro de Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
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: 148 x 211 x 16. Weight in Grams: 328. . 2013. 1st Edition. Paperback. . . . . Books ship from the US and Ireland.…

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- Primera edición
Librería: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller
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EUR 27,91
Envío por EUR 32,21Se envía de Australia a Estados Unidos de AmericaCantidad disponible: 1 disponibles
Paperback. Condición: 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 our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

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Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 19,49
Envío por EUR 75,80Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Paperback. Condición: 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.…