Computer Games and the Social Imaginary
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Computer Games and the Social Imaginary
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See moreComputer 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.
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 ‘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 ‘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
View allBook 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.
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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