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Computer Games And The Social Imaginary


Computer Games And The Social Imaginary
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Computer Games And The Social Imaginary


Computer Games And The Social Imaginary
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Author : Graeme Kirkpatrick
language : en
Publisher: John Wiley & Sons
Release Date : 2013-10-30

Computer Games And The Social Imaginary written by Graeme Kirkpatrick and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-30 with Social Science categories.


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.



Computer Games And The Social Imaginary


Computer Games And The Social Imaginary
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Author : Graeme Kirkpatrick
language : en
Publisher: Polity
Release Date : 2013-10-07

Computer Games And The Social Imaginary written by Graeme Kirkpatrick and has been published by Polity this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-07 with Games & Activities categories.


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.



Social Imaginaries In A Globalizing World


Social Imaginaries In A Globalizing World
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Author : Hans Alma
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2018-08-06

Social Imaginaries In A Globalizing World written by Hans Alma and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-06 with Religion categories.


How to study the contemporary dynamics between the religious, the nonreligious and the secular in a globalizing world? Obviously, their relationship is not an empirical datum, liable to the procedures of verification or of logical deduction. We are in need of alternative conceptual and methodological tools. This volume argues that the concept of ‘social imaginary’ as it is used by Charles Taylor, is of utmost importance as a methodological tool to understand these dynamics. The first section is dedicated to the conceptual clarification of Taylor's notion of social imaginaries both through a historical study of their genealogy and through conceptual analysis. In the second section, we clarify the relation of ‘social imaginaries’ to the concept of (religious) worldviewing, understood as a process of truth seeking. Furthermore, we discuss the practical usefulness of the concept of social imaginaries for cultural scientists, by focusing on the concept of human rights as a secular social imaginary. In the third and final section, we relate Taylor's view on the role of social imaginaries and the new paths it opens up for religious studies to other analyses of the secular-religious divide, as they nowadays mainly come to the fore in the debates on what is coined as the ‘post-secular.’



Marx At The Arcade


Marx At The Arcade
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Author : Jamie Woodcock
language : en
Publisher: Haymarket Books
Release Date : 2019-06-18

Marx At The Arcade written by Jamie Woodcock and has been published by Haymarket Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-18 with Games & Activities categories.


More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.



The Unity Game Engine And The Circuits Of Cultural Software


The Unity Game Engine And The Circuits Of Cultural Software
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Author : Benjamin Nicoll
language : en
Publisher: Springer Nature
Release Date : 2019-08-22

The Unity Game Engine And The Circuits Of Cultural Software written by Benjamin Nicoll and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-22 with Social Science categories.


Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.



Theories Of The Mobile Internet


Theories Of The Mobile Internet
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Author : Andrew Herman
language : en
Publisher: Routledge
Release Date : 2014-11-27

Theories Of The Mobile Internet written by Andrew Herman and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-27 with Computers categories.


This volume proposes the mobile Internet is best understood as a socio-technical "assemblage" of objects, practices, symbolic representations, experiences and affects. Authors from a variety of disciplines discuss practices mediated through mobile communication, including current phone and tablet devices. The converging concepts of Materialities (ranging from the political economy of communication to physical devices) and Imaginaries (including cultural values, desires and perceptions) are touchstones for each of the chapters in the book.



Exploring Videogames With Deleuze And Guattari


Exploring Videogames With Deleuze And Guattari
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Author : Ciara Cremin
language : en
Publisher: Routledge
Release Date : 2015-08-13

Exploring Videogames With Deleuze And Guattari written by Ciara Cremin and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-13 with Social Science categories.


Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.



Constitutional Semiotics


Constitutional Semiotics
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Author : Martin Belov
language : en
Publisher: Bloomsbury Publishing
Release Date : 2022-06-30

Constitutional Semiotics written by Martin Belov and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-30 with Law categories.


This book offers an outline of the foundations of a theory of constitutional semiotics. It provides a systematic account of the concept of constitutional semiotics and its role in the representation and signification of meaning in constitution, constitutional law, and constitutionalism. The book explores the constitutional signification of meaning that is stretched between rational entrenchment and constitutional imagination. It provides a critical assessment of the rationalist entrapment of constitutional modernity and justifies the need to turn to 'shadow constitutionalisms': textual, symbolic-imaginary and visual constitutionalism. The book puts forward innovative incentives for constitutional analysis based on constitutional semiotics as a paradigm for representation of meaning in rational, textual, symbolic-imaginary and visual constitutionalism. The book focuses on the textual, imaginative, and visual discourse of constitutionalism, which is built upon collective constitutional imaginaries and on the peculiar normativity of constitutional geometry and constitutional mythology as borderline phenomena entrenched in rational, textual, symbolic-imaginary and visual constitutionalism. The book analyses concepts such as: constitutional text and texture, authoritative constitutional narratives and authoritative constitutional narrators, constitutional semiotic community, constitutional utopia, constitutional taboo, normative ideology and normative ideas, constitutional myth and mythology, constitutional symbolism, constitutional code and constitutional geometric form. It explores the textual entrenchment of constitutionalism and its repercussions for representation and signification of meaning.



Playback A Genealogy Of 1980s British Videogames


Playback A Genealogy Of 1980s British Videogames
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Author : Alex Wade
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2016-10-20

Playback A Genealogy Of 1980s British Videogames written by Alex Wade and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-20 with Games & Activities categories.


Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.



A Glocal Town


A Glocal Town
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Author : Nicholas Tatsis
language : en
Publisher: Taylor & Francis
Release Date : 2025-06-30

A Glocal Town written by Nicholas Tatsis and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-06-30 with Social Science categories.


This book presents a novel theoretical and methodological approach to understanding the emerging “glocal” realities of (sub)urban space. Beginning with a study of a suburb of Athens, it illustrates the dynamic interaction between the local and the global, charting a range of radical social changes as this locality adapts itself to processes of globalization. Moving beyond the Athenian context, it shows how the various traditions of suburban enclaves interact with and confront the impact of external yet pervasive elements of the global(ized) world – for instance, through the adoption of events and practices observed in societies across the globe, such as Earth Day or International Holocaust Remembrance Day, or the use of the global calendar – as the polis transforms into a cosmopolis. With explorations of this kind, A Glocal Town advances a three- stage interpretative scheme that enables us to frame “glocality” more broadly, and better understand the global– local interaction wherever it occurs. As such, it will appeal to scholars of sociology, geography, and urban studies interested in globalization and its interaction with the local in (sub) urban locales.