Computer games and the social imaginary /

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...

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Bibliographic Details
Main Authors: Kirkpatrick, Graeme, 1963 (Author)
Published: Polity Press,
Publisher Address: Cambridge, UK ; Malden, MA :
Publication Dates: 2013.
Literature type: Book
Language: English
Series: Digital media and society series
Subjects:
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.
Carrier Form: viii, 219 pages ; 21 cm.
Bibliography: Includes bibliographical references (pages 201-214) and index.
ISBN: 9780745641119 :
0745641113
9780745641102
0745641105
Index Number: GV1469
CLC: G898.3-05
Call Number: G898.3-05/K597
Contents: Computer games in social theory -- Lineages of the computer game -- The formation of gaming culture -- Technology and power -- The phenakisticon -- Aesthetics and politics.