Showing results for "graeme kirkpatrick"
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2022
EN
This edited collection evaluates the relationship between Marxism and religion in two ways: Marxism’s treatment of religion and the religious aspects of Marxism. Its aim is to complicate the superficial understanding of Marxism as a simple rejection of religion both in theory and practice. Divided into two parts (Theory and Praxis), this book brings together the three different themes of Marxism, religion, and emancipation for the first time. The first part explores the more theoretical di...
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- Digital Media and Society
2013
EN
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 gamin...
Critical Technology
A Social Theory of Personal Computing
2017
EN
Have we resigned ourselves to a cyber-future that has been decided behind our backs? Why is technology - and our understanding of it - central to the concerns of critical social theory? In developing the PC technologists have borrowed ideas from the human sciences about what people are like, about the nature of meaning and the desirability of some experiences over others. Yet, to date, the academic disciplines most concerned with these ideas have offered neither resistance nor debate. In t...
The Philosophy of Simondon
Between Technology and Individuation
- Translated by
- Graeme KirkpatrickDr. Aliza Krefetz
2013
EN
The last two decades have seen a massive increase in the scholarly interest in technology, and have provoked new lines of thought in philosophy, sociology and cultural studies. Gilbert Simondon (1924 - 1989) was one of Frances's most influential philosophers in this field, and an important influence on the work of Gilles Deleuze and Bernard Stiegler. His work is only now being translated into English. Chabot's introduction to Simondon's work was published in French in 2002 and is now avail...
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New Media
A Critical Introduction
2008
EN
New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies.The authors introduce a wide variety of topics including: how to define the characteristics of n...
Cyberculture Theorists
Manuel Castells and Donna Haraway
- Series -
- Routledge Critical Thinkers
2006
EN
This book surveys a ‘cluster’ of works that seek to explore the cultures of cyberspace, the Internet and the information society. It introduces key ideas, and includes detailed discussion of the work of two key thinkers in this area, Manuel Castells and Donna Haraway, as well as outlining the development of cyberculture studies as a field. To do this, the book also explores selected ‘moments’ in this development, from the early 1990s, when cyberspace and cyberculture were only just beginni...
2011
EN
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as train...
Online Gaming in Context
The social and cultural significance of online games
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- Routledge Advances in Sociology
2013
EN
Accessible
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the...
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- Design Thinking, Design Theory
2012
EN
An exploration of the political qualities of technology design, as seen in projects that span art, computer science, and consumer products.In Adversarial Design, Carl DiSalvo examines the ways that technology design can provoke and engage the political. He describes a practice, which he terms “adversarial design,” that uses the means and forms of design to challenge beliefs, values, and what is taken to be fact. It is not simply applying design to politics...
2014
EN
Research consistently shows how through the years more of our time gets spent using media, how multitasking our media has become a regular feature of everyday life, and that consuming media for most people increasingly takes place alongside producing media.Media Life is a primer on how we may think of our lives as lived in rather than with media. The book uses the way media function today as a prism to understand key issues in contemporary society, where reality is open so...
2008
EN
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. W...
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- Key Ideas
2005
EN
Accessible
This book looks at the origins and the many contemporary meanings of the virtual. Rob Shields shows how the construction of virtual worlds has a long history. He examines the many forms of faith and hysteria that have surrounded computer technologies in recent years. Moving beyond the technologies themselves he shows how the virtual plays a role in our daily lives at every level. The virtual is also an essential concept needed to manage innovation and risk. It is real but not actual, ideal...











