close
Computer Games and the Social Imaginary | Zookal Textbooks | Zookal Textbooks
  • Author(s) Graeme Kirkpatrick
  • Edition1
  • Published6th September 2013
  • PublisherJohn Wiley & Sons (UK)
  • ISBN9780745641119

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 and the Social Imaginary

Format
In stock at supplier

Leaves in 7-10 business days

$29.13 $30.95 Save $1.82
or 4 payments of $7.28 with Zookal accepts Afterpay
Add Zookal Study FREE trial and save a further 20% 

NEW PRICE

$23.30 + free shipping

(20% off - save $5.83)

Zookal Study Free trial

14-day FREE trial. $14.95/mo after. Cancel anytime.

*Discount will apply at checkout.

 See terms and conditions

You will get a further 20% off for this item ($23.30 after discount) because you have added Zookal Study Premium Free Trial to your bag.

For this discount to apply, you will need to complete checkout with the Zookal Study Premium Free Trial in your bag.

-
+
  • Author(s) Graeme Kirkpatrick
  • Edition1
  • Published6th September 2013
  • PublisherJohn Wiley & Sons (UK)
  • ISBN9780745641119

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.

translation missing: en.general.search.loading