Computer Games and the Social Imaginary

Computer Games and the Social Imaginary PDF Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641113
Category : Games & Activities
Languages : en
Pages : 229

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Book Description
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 PDF Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641113
Category : Games & Activities
Languages : en
Pages : 229

Get Book Here

Book Description
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 PDF Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Category : Games & Activities
Languages : en
Pages : 229

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Book Description
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.

Social Imaginaries in a Globalizing World

Social Imaginaries in a Globalizing World PDF Author: Hans Alma
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110435128
Category : Religion
Languages : en
Pages : 276

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Book Description
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 PDF Author: Jamie Woodcock
Publisher: Haymarket Books
ISBN: 1608468674
Category : Games & Activities
Languages : en
Pages : 154

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Book Description
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.

Exploring Videogames with Deleuze and Guattari

Exploring Videogames with Deleuze and Guattari PDF Author: Ciara Cremin
Publisher: Routledge
ISBN: 1317406990
Category : Social Science
Languages : en
Pages : 167

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Book Description
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.

Sharing

Sharing PDF Author: Matthew David
Publisher: John Wiley & Sons
ISBN: 1509513248
Category : Social Science
Languages : en
Pages : 220

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Book Description
Today's economic system, premised on the sale of physical goods, does not fit the information age in which we live. The capitalist order requires the maintenance of an artificial scarcity in goods that have the potential for near infinite and almost free replication. The sharing of informational goods through distributed global networks – digital libraries, file–sharing, live–streaming, free software, free–access publishing, the free–sharing of scientific knowledge, and open-source pharmaceuticals – not only challenges the dominance of a scarcity–based economic system, but also enables a more efficient, innovative, just and free culture. In a series of seven explorations of contemporary sharing, Matthew David shows that in each case sharing surpasses markets, private ownership and intellectual property rights in fostering motivation, creativity, innovation, production, distribution and reward. In transforming the idea of an information economy into an information society, sharing connects struggles against inequality and poverty in developed and developing countries. Challenging taken-for-granted justifications of the status quo, Sharing debunks the 'tragedy of the commons' and makes the case for digital network sharing as a viable mode of economic counterpower, prefiguring a post–capitalist society.

The State of Play

The State of Play PDF Author: Daniel Goldberg
Publisher: Seven Stories Press
ISBN: 1609806409
Category : Games & Activities
Languages : en
Pages : 204

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Book Description
FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything. The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time. "If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan PDF Author: Martin Roth
Publisher: Lulu.com
ISBN: 1387438808
Category : Performing Arts
Languages : en
Pages : 226

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Book Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

The Handbook of Magazine Studies

The Handbook of Magazine Studies PDF Author: Miglena Sternadori
Publisher: John Wiley & Sons
ISBN: 1119151554
Category : Social Science
Languages : en
Pages : 499

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Book Description
A scholarly work examining the continuing evolution of the magazine—part of the popular Handbooks in Media and Communication series The Handbook of Magazine Studies is a wide-ranging study of the ways in which the political economy of magazines has dramatically shifted in recent years—and continues to do so at a rapid pace. Essays from emerging and established scholars explore the cultural function of magazine media in light of significant changes in content delivery, format, and audience. This volume integrates academic examination with pragmatic discussion to explore contemporary organizational practices, content, and cultural impact. Offering original research and fresh insights, thirty-six chapters provide a truly global perspective on the conceptual and historical foundations of magazines, their organizational cultures and narrative strategies, and their influences on society, identities, and lifestyle. The text addresses topics such as the role of advocacy in shaping and changing magazine identities, magazines and advertising in the digital age, gender and sexuality in magazines, and global magazine markets. Useful to scholars and educators alike, this book: Discusses media theory, academic research, and real-world organizational dynamics Presents essays from both emerging and established scholars in disciplines such as art, geography, and women’s studies Features in-depth case studies of magazines in international, national, and regional contexts Explores issues surrounding race, ethnicity, activism, and resistance Whether used as a reference, a supplementary text, or as a catalyst to spark new research, The Handbook of Magazine Studies is a valuable resource for students, educators, and scholars in fields of mass media, communication, and journalism.

Critical Theory and the Thought of Andrew Feenberg

Critical Theory and the Thought of Andrew Feenberg PDF Author: Darrell P. Arnold
Publisher: Springer
ISBN: 3319578979
Category : Philosophy
Languages : en
Pages : 331

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Book Description
This volume explores Andrew Feenberg’s work in critical theory. Feenberg is considered one of the key ‘second generation’ critical theorists, with a keen interest in philosophy of technology. He has made a vital contribution to critical theory in ways that remain of interest given the pressing technological issues of our time. The authors of this book highlight not only the ways that Feenberg has begun to make good on what is often characterized as “the broken promise of critical theory” to address issues of technology, but also the continued importance of critical theory more generally, and of Feenberg’s contributions to understanding this tradition.