Technology permeates almost every dimension of our lives. But who controls technological development? Can technology cause social inequality? And how will technology continue to affect lives in the digital era? Technology and Social Power provides a fresh examination of the role of technology in our society. Bringing together critical, classical and contemporary social theories, it fully examines everything you need to know about the sociology of technology. From the invention of the modern toothbrush to the design of Google, the book uses relevant examples to give useful insights into the...
Technology permeates almost every dimension of our lives. But who controls technological development? Can technology cause social inequality? And how ...
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...
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 ...
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. New disciplines such as cyber-culture studies and Informatics have been sprung up, and the ideas of Simondon are central to these debates.
Organized into three parts, the first provides introductory material on Simondon, and positions him a philosopher of technology. The second part describes Simondon's theory of individuation, including his crystalline ontology, and the third offers a bridge between these...
The last two decades have seen a massive increase in the scholarly interest in technology, and have provoked new lines of thought in philosophy, so...
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...
In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital a...
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...
In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital a...
This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.
This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced...