ISBN: 9780745641102 - computer games and the social imaginary (digital media and society) (11 Ergebnisse)

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  • Sprache: Englisch

    Verlag: John Wiley and Sons Ltd, GB, 2013

    0745641105 / 9780745641102

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    Hardback. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Polity Press, 2013

    0745641105 / 9780745641102

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  • Sprache: Englisch

    Verlag: Polity, 2013

    0745641105 / 9780745641102

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  • Sprache: Englisch

    Verlag: Polity, 2013

    0745641105 / 9780745641102

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  • Sprache: Englisch

    Verlag: John Wiley and Sons Ltd, 2013

    0745641105 / 9780745641102

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    Zustand: 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. . . . .…

  • Sprache: Englisch

    Verlag: Polity, 2013

    0745641105 / 9780745641102

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    Zustand: New. In English.

  • Sprache: Englisch

    Verlag: Polity Pr, 2013

    0745641105 / 9780745641102

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

  • Sprache: Englisch

    Verlag: John Wiley and Sons Ltd, 2013

    0745641105 / 9780745641102

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    Zustand: 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.…

  • Sprache: Englisch

    Verlag: John Wiley & Sons, 2013

    0745641105 / 9780745641102

    • Hardcover

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    Gebunden. Zustand: New. It is well researched, well argued, and one of the finest books to date on the subject of digital games. New Media and Society The classic studies of games argue that play mirrors social life. But what kind of story must theory tell when society begins to .

  • Sprache: Englisch

    Verlag: Polity Press Okt 2013, 2013

    0745641105 / 9780745641102

    • Hardcover

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    Buch. Zustand: Neu. Neuware - 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.…

  • Sprache: Englisch

    Verlag: John Wiley and Sons Ltd, GB, 2013

    0745641105 / 9780745641102

    • Hardcover

    Anbieter: Rarewaves.com UK, London, Vereinigtes KönigreichRarewaves.com UK

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    Hardback. Zustand: 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.…