Computer Games and the Social Imaginary

Computer Games and the Social Imaginary

AngličtinaPevná väzba
Kirkpatrick Graeme
John Wiley and Sons Ltd
EAN: 9780745641102
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Podrobné informácie

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 9780745641102
ISBN 0745641105
Typ produktu Pevná väzba
Vydavateľ John Wiley and Sons Ltd
Dátum vydania 6. septembra 2013
Stránky 248
Jazyk English
Rozmery 218 x 158 x 23
Krajina United Kingdom
Čitatelia Professional & Scholarly
Autori Kirkpatrick Graeme
Séria Digital Media and Society