Condizione: very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service.
Paperback. Condizione: Fair. No Jacket. Former library book; Readable copy. Pages may have considerable notes/highlighting. ~ ThriftBooks: Read More, Spend Less.
Lingua: Inglese
Editore: Palgrave Macmillan Limited, 2008
ISBN 10: 1403947309 ISBN 13: 9781403947307
Da: Better World Books, Mishawaka, IN, U.S.A.
Condizione: Good. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: ThriftBooks-Atlanta, AUSTELL, GA, U.S.A.
Paperback. Condizione: Very Good. No Jacket. Former library book; May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
paperback. Condizione: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority!
paperback. Condizione: Good. 1st Edition. Ships in a BOX from Central Missouri! May not include working access code. Will not include dust jacket. Has used sticker(s) and some writing or highlighting. UPS shipping for most packages, (Priority Mail for AK/HI/APO/PO Boxes).
Da: Better World Books Ltd, Dunfermline, Regno Unito
Prima edizione
EUR 10,19
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Good. 1st Edition. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
EUR 2,98
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Fair. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. Book contains pencil markings. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,400grams, ISBN:9781403947307.
EUR 3,34
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,400grams, ISBN:9781403947307.
EUR 17,46
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: John Wiley and Sons Ltd, Oxford, 2013
ISBN 10: 0745641113 ISBN 13: 9780745641119
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Prima edizione
Paperback. Condizione: new. Paperback. 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 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
EUR 19,78
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New.
EUR 17,96
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: John Wiley and Sons Ltd, GB, 2013
ISBN 10: 0745641113 ISBN 13: 9780745641119
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 20,44
Quantità: Più di 20 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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.
Hardcover. Condizione: Fine.
EUR 21,24
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: new.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: PBShop.store US, Wood Dale, IL, U.S.A.
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Manchester University Press, GB, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 29,20
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: New. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno.Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 25,54
Quantità: 2 disponibili
Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.
Da: Revaluation Books, Exeter, Regno Unito
EUR 18,03
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 248 pages. Polish language. 9.25x6.25x0.75 inches. In Stock.
EUR 22,82
Quantità: 3 disponibili
Aggiungi al carrelloCondizione: New. pp. 248.
Lingua: Inglese
Editore: Manchester University Press, GB, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
Paperback. Condizione: New. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno.Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: Kennys Bookstore, Olney, MD, U.S.A.
Condizione: New. This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. Num Pages: 256 pages, Illustrations, black & white. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282. Books ship from the US and Ireland.
Lingua: Inglese
Editore: Manchester University Press, Manchester, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condizione: new. Paperback. This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. -- . This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Manchester University Press, 2011
ISBN 10: 0719077184 ISBN 13: 9780719077180
Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
EUR 22,69
Quantità: 1 disponibili
Aggiungi al carrelloCondizione: New. This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. Num Pages: 256 pages, Illustrations, black & white. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282.
EUR 21,73
Quantità: 2 disponibili
Aggiungi al carrelloPaperback. Condizione: Brand New. 1st edition. 248 pages. 8.50x6.00x0.75 inches. In Stock.
Da: Ubiquity Trade, Miami, FL, U.S.A.
EUR 33,48
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. Brand new! Please provide a physical shipping address.
Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Prima edizione
EUR 25,46
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: New. 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. Series: Digital Media and Society. Num Pages: 248 pages. BIC Classification: JFD; UBJ; UDX. Category: (P) Professional & Vocational. Dimension: 148 x 211 x 16. Weight in Grams: 328. . 2013. 1st Edition. Paperback. . . . .