Computer games and the social imaginary / Graeme Kirkpatrick.

By: Kirkpatrick, Graeme, 1963- [author.]
Series: Digital media and society series: Copyright date: ©2013Publisher: Cambridge, UK ; Malden, MA : Polity Press, 2013Description: viii, 219 pages ; 21 cmContent type: text Media type: unmediated Carrier type: volumeISBN: 9780745641119; 0745641113; 9780745641102; 0745641105Subject(s): Video games -- Social aspects | Computer games -- Social aspects | Online social networks | Video gamers | Computer games -- Social aspects | Video games -- Social aspects | Video gamers -- Social life and customs -- 21st century | Computer games -- Social aspects | Online social networks | Video gamers | Video games -- Social aspects | Computerspellen | Cultuurverandering | Mediagebruik | Datorspel -- sociala aspekter | Tv-spel -- sociala aspekter | Hobbies and GamesLOC classification: GV1469.34.S52 | K57 2013Other classification: 76.31 | G898.3-05 Online resources: Honor with Books
Contents:
Computer games in social theory -- Lineages of the computer game -- The formation of gaming culture -- Technology and power -- The phenakisticon -- Aesthetics and politics.
Summary: 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.
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306.487 K636 2013 (Browse shelf) Available CITU-CL-45303
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Includes bibliographical references (pages 201-214) and index.

Computer games in social theory -- Lineages of the computer game -- The formation of gaming culture -- Technology and power -- The phenakisticon -- Aesthetics and politics.

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.

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