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Computer Games and the Social Imaginary

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( 13 ratings, 2 reviews)
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Computer Games and the Social Imaginary by Graeme Kirkpatrick explores how computer games have reshaped the relationship between self and society in the digital era. Tracing gaming's roots to the 1960s counter-culture, the book shows how computer technology evolved from a mechanical tool into a colourful and playful cultural practice. From the late 1980s, gaming became a resource for individuals adapting to a globalising digital economy, simultaneously supporting a streamlined workforce and occasionally challenging the corporations controlling game production. Kirkpatrick analyses the connections between technology, power, gaming culture, and the subjective effect of play.
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Format: Paperback / softback
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This insightful text is ideal for students and scholars of digital media, game studies, cultural theory, and information society looking to deepen their understanding of the social and cultural impacts of computer games.

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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.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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 counterculture, 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 β€˜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, globalising digital economy. Gamer identity furnishes a revivified capitalism with compliant and β€˜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.

Series: Digital Media and Society

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Book Hero Magic summarised reviews for this book. While it's new and still learning, it may not be perfect - your feedback is welcome! HOW HAS THIS BEEN REVIEWED?

Praised as well researched and thoughtfully argued, this book is considered among the finest on digital games. Reviewers highlight Kirkpatrick's brilliant integration of social theory and cultural analysis, providing a nuanced and powerful perspective on the transformation of capitalism through microcomputing and gaming. It is described as rich, insightful, and thought provoking, making a valuable contribution to media and game studies.

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Book Details

INFORMATION

ISBN: 9780745641119

Publisher: John Wiley and Sons Ltd

Format: Paperback / softback

Date Published: 06 September 2013

Country: United Kingdom

Imprint: Polity Press

Audience: Tertiary education, Professional and scholarly

DIMENSIONS

Spine width: 18.0mm

Width: 147.0mm

Height: 211.0mm

Weight: 318g

Pages: 248

About the Author

Graeme Kirkpatrick is senior lecturer in sociology at the University of Manchester.

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