Full Description
Buku Teks SO |
Call Number | |
Title | Computer games and the social imaginary |
Author | Kirkpatrick, Graeme, 1963-, author |
Joint Author | |
Publisher | Cambridge, UK: Polity Press, 2013 |
Subject | Video games -- Social aspects Video gamers -- Social life and customs -- 21st century Computer games -- History Computer games -- Social aspects |
Location | Perpustakaan UI, Lantai 2 |
Concise Text |
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Call Number | Barcode Number | Availability |
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794.8 KIR c | 01-18-04277 | TERSEDIA |
No review available for this collection: 20480532 |
Abstract
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.