In this compelling book, Graeme Kirkpatrick argues that computergames have fundamentally altered the relation of self and societyin the digital age. Tracing the origins of gaming to the revival of play in the1960s counter culture, Computer Games and the SocialImaginary describes how the energies of that movementtransformed computer technology from something ugly andmachine-like into a world of colour and 'fun'. In theprocess, play...