Computer Games and the Social Imaginary

Computer Games and the Social Imaginary

AngličtinaMěkká vazba
Kirkpatrick Graeme
John Wiley and Sons Ltd
EAN: 9780745641119
Na objednávku
Předpokládané dodání v pátek, 21. června 2024
437 Kč
Běžná cena: 486 Kč
Sleva 10 %
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Podrobné informace

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.

EAN 9780745641119
ISBN 0745641113
Typ produktu Měkká vazba
Vydavatel John Wiley and Sons Ltd
Datum vydání 6. září 2013
Stránky 248
Jazyk English
Rozměry 211 x 147 x 18
Země United Kingdom
Sekce Professional & Scholarly
Autoři Kirkpatrick Graeme
Série Digital Media and Society