In this compelling book, Graeme Kirkpatrick, argues that
computer games have fundamentally altered the relation of self and society in
the digital age. This book argues that closer attention to games and gaming,
adds an important dimension to our understanding of society and contemporary
culture.
Tracing the origins of gaming to the revival of play in the
1960’s 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 color and fun. Computer games have played a central role in the
development of the digital technologies that are widely known to have
transformed the global economy over the past decades. Computer games were
central to the emergence of personal computers, to the diffusion of easy-to-use
interfaces on technologies and to the rise of the Internet and naturalizing our
experience of ‘virtual’ space.
Gaming is also an important force in fundamental social and
cultural processes because the gaming industry has been a leading role in
developing new working practices. Computer games have become a driving force
behind the “network society” which Jan van Djik states in his text, Social Structure, that the network
society eliminates constraints between time and space and connects the public
and private spheres of living. “In the network society, new social structures
seem to fill the void (depth) of traditional communities and associations that
are lost in modern society” (van Djik, 2006, p.156). Gaming is vital to the applications of technology that
have become definitive of the modern organization in networked capitalism and
modern consumption. This book describes the ways in which gaming technology, computer design and technology change has shifted the way we think about society.

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