Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
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Computer Games and the Social Imaginary (Paperback)
Loot Price: R519
Discovery Miles 5 190
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Computer Games and the Social Imaginary (Paperback)
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Loot Price R519
Discovery Miles 5 190
Expected to ship within 12 - 17 working days
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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.
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