Isbn: 9780745641102 - Computer Games and the Social Imaginary (digital Media and Society) (17 results)

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  • Language: English

    Published by John Wiley and Sons, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by John Wiley and Sons Ltd, GB, 2013

    0745641105 / 9780745641102

    • Hardcover

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    Hardback. Condition: New. 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.

  • Language: English

    Published by Polity Press, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

    • Hardcover

    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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    Condition: New. In English.

  • Language: English

    Published by Polity Press, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity 2013-09-06, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by Polity, 2013

    0745641105 / 9780745641102

    • Hardcover

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  • Language: English

    Published by John Wiley and Sons Ltd, 2013

    0745641105 / 9780745641102

    • Hardcover
    • First Edition

    Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrelandKennys Bookshop and Art Galleries Ltd.

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    Condition: New. 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. Series: Digital Media and Society. Num Pages: 248 pages. BIC Classification: JFD; UBJ; UDX. Category: (P) Professional & Vocational. Dimension: 218 x 149 x 23. Weight in Grams: 406. . 2013. 1st Edition. Hardcover. . . . .

  • Language: English

    Published by Polity Pr, 2013

    0745641105 / 9780745641102

    • Hardcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    Hardcover. Condition: Brand New. 1st edition. 248 pages. 8.50x6.25x1.00 inches. In Stock.

  • Language: English

    Published by John Wiley and Sons Ltd, 2013

    0745641105 / 9780745641102

    • Hardcover

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    Condition: New. 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. Series: Digital Media and Society. Num Pages: 248 pages. BIC Classification: JFD; UBJ; UDX. Category: (P) Professional & Vocational. Dimension: 218 x 149 x 23. Weight in Grams: 406. . 2013. 1st Edition. Hardcover. . . . . Books ship from the US and Ireland.

  • Language: English

    Published by Polity Press, 2013

    0745641105 / 9780745641102

    • Hardcover

    Seller: Books Puddle, New York, NY, U.S.A.Books Puddle

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    Condition: New. pp. 248.

  • Language: English

    Published by Polity Press, 2013

    0745641105 / 9780745641102

    • Hardcover

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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    Condition: New. pp. 248.

  • Language: English

    Published by John Wiley and Sons Ltd, GB, 2013

    0745641105 / 9780745641102

    • Hardcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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    Hardback. Condition: New. 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.