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Graeme Kirkpatrick

Graeme Kirkpatrick is Professor of Social and Cultural Theory at the University of Manchester.[1] He has also worked as Professor in media arts, aesthetics and narration[2] at the University of Skövde in Sweden, and been a visiting Professorial fellow[3] of the Digital Cultures Research Programme (Australian Research Council) at Flinders University in Adelaide.

Graeme Kirkpatrick
EducationPhD, Birkbeck, University of London
Known forSociology, critical theory, and game studies

Early work

Kirkpatrick's early work focused on analytical Marxist theory.[4] His first book, Critical Technology: a social theory of personal computing,[5][6][7] won the 2005 Philip Abrams Memorial Prize[8] from the British Sociological Association. It was a critical interrogation of the principles of ‘user friendly’ and ‘easy to use’ interface design. The main argument of the book was that friendly machines are still machines and that coming to terms with this tends to promote a cynical temperament in their human users, who soon see through the surface charms of coloured screens and seductive avatars. In his next book, Technology and Social Power,[9][10][11] he developed a critical theory of interpretation that applies to technology design in social context, using examples from digital culture, including 3-D printers and video games.

Game studies

Kirkpatrick has developed this approach further in connection with computer, or video games. In his Aesthetic Theory and the Video Game[12][13] he argues that the aesthetic appeal of games does not lie where we expect to find it – in sumptuous on-screen imagery – but in the physical sensations of gameplay. Because most video game analysis is informed by conventional media theory it tends to interpret games in terms of their ‘content’, or message, viewing the game as a sign system. This overlooks the most important part of the experience of gameplay and the fact that we can often enjoy a game without ever thinking about what it, or the activity of playing it, ‘means’. In his second book on games, Computer Games and the Social Imaginary,[14][15][16][17] Kirkpatrick presents a history of digital games that links their rise to the spread of neo-liberalism, a version of capitalism that fosters and relies upon a playful disposition on the part of its subjects.

In his most recent contributions to game studies, The Formation of Gaming Culture,[18] Kirkpatrick has focused on the history of gameplay, looking at when the idea became the central term of game criticism in the 1980s. He argues that this corresponds to the period when games played on computers and arcade machines became ‘video (or computer) games’ in the sense we give that phrase today. As a social group formed in connection with the activity of playing the games, 'gamers' produced their own lexicon of game evaluation and appraisal, and their expectations and preferences shaped the subsequent development of gaming as a cultural practice.

Kirkpatrick has argued that the distinctive properties of computer games are not only important to understanding them and their culture but have been instrumental in wider social changes. This is related to his theory of digital culture, according to which it is more playful than previous phases in history but not, for all that, an inherently nicer or fairer place to be.

Selected publications

  • Kirkpatrick, Graeme (2004) Critical Technology: A social theory of personal computing. Ashgate. ISBN 9780754640097
  • Kirkpatrick, Graeme (2008) Technology and Social Power. Palgrave Macmillan. ISBN 9781403947307
  • Kirkpatrick, Graeme (2011) Aesthetic Theory and the Video Game. Manchester University Press. ISBN 9780719077180
  • Kirkpatrick, Graeme (2013) Computer Games and the Social Imaginary. Polity. ISBN 9780745641119
  • Kirkpatrick, Graeme (2015) The Formation of Gaming Culture. Palgrave. ISBN 9781137305091
  • Kirkpatrick, Graeme (2020) Technical Politics: Andrew Feenberg's Critical Theory of Technology. Manchester University Press. ISBN 978152610549

Interviews

2015 ‘Game studies, Aesthetics and active objects: an interview’ (with Ben Nicoll) in Platform: Journal of Media and Communication 6(2) pp108–118.[19]

References

  1. ^ "Dr Graeme Kirkpatrick research profile - personal details | The University of Manchester". www.manchester.ac.uk. Retrieved 16 July 2016.
  2. ^ . www.gsp.se. Archived from the original on 29 June 2018. Retrieved 16 July 2016.
  3. ^ Flinders University (28 April 2015). "Flinders Blog Archive - Digital Heritage". Blog. Retrieved 14 July 2016.
  4. ^ Ritzer, George (2000). Sociological Theory. New York: McGraw-Hill. pp. 322. ISBN 978-0-07-811167-9.
  5. ^ "Review of Critical Technology". Interface: The Journal of Education, Community and Values. 9. 1 December 2009 – via commons.pacificu.edu.
  6. ^ Selwyn, Neil (2006). "Review of Critical Technology: a social theory of personal computing". Time and Society. 15 (1): 159–161. doi:10.1177/0961463X06061804. S2CID 143925731.
  7. ^ Gane, Nicholas (2006). "Book Review: Critical Technology: a social theory of personal computing". Thesis Eleven. 84 (1): 141–144. doi:10.1177/0725513606060531. S2CID 144500113.
  8. ^ British Sociological Association. . The British Sociological Association. British Sociological Association. Archived from the original on 14 May 2016. Retrieved 14 July 2016.
  9. ^ Soderborg, Johan (2010). "Review of Technology and Social Power". Acta Sociologica. 53 (1): 90–92. doi:10.1177/00016993100530010107. S2CID 143997629.
  10. ^ Bissell, Chris (2010). "Review of Technology and Social Power". The European Legacy: Toward New Paradigms. 15 (3): 361–403. doi:10.1080/10848771003783652. S2CID 219645105.
  11. ^ McGrail, Robert (2010). "Review of Technology and Social Power". Thesis Eleven. 101 (1): 130–131. doi:10.1177/0725513610364236.
  12. ^ McDougall, Julian (2012). "Review of Aesthetic Theory and the Video Game". Culture Machine. August 2012.
  13. ^ Mortensen, Torill Elvira (2010). "Review of Aesthetic Theory and the Video Game" (PDF). American Journal of Play. Fall 2010 (Fall 2010).
  14. ^ Proctor, Devin (5 March 2015). "Computer Games and the Social Imaginary by Graeme Kirkpatrick". Anthropological Quarterly. 88 (1): 199–203. doi:10.1353/anq.2015.0001. ISSN 1534-1518. S2CID 142166433.
  15. ^ "Computer Games and the Social Imaginary". Contemporary Sociology: A Journal of Reviews. 43 (4): 594–595. 1 July 2014. doi:10.1177/0094306114539453d. ISSN 0094-3061. S2CID 220849796.
  16. ^ Heineman, David S. (1 December 2014). "Does game studies have "Complete Confidence in Its Own Legitimacy?"". New Media & Society. 16 (8): 1332–1337. doi:10.1177/1461444814545968. ISSN 1461-4448. S2CID 28504171.
  17. ^ Ash, James (21 October 2014). "Computer games and the social imaginary". Information, Communication & Society. 17 (9): 1173–1175. doi:10.1080/1369118X.2014.911935. ISSN 1369-118X. S2CID 144125771.
  18. ^ Albert, Gleb J (14 July 2016). "G. Kirkpatrick: The Formation of Gaming Culture". H-Soz- Kult- Kommunikation und Fachinformation für die Geschichtswissenschaften. 2016 – via http://www.hsozkult.de. {{cite journal}}: External link in |via= (help)
  19. ^ "Game Studies, Aesthetics, and Active Objects: An Interview with Graeme Kirkpatrick" (PDF). Platform:Journal of Media & Communication. 6 (2): 108–118. 2015.

graeme, kirkpatrick, professor, social, cultural, theory, university, manchester, also, worked, professor, media, arts, aesthetics, narration, university, skövde, sweden, been, visiting, professorial, fellow, digital, cultures, research, programme, australian,. Graeme Kirkpatrick is Professor of Social and Cultural Theory at the University of Manchester 1 He has also worked as Professor in media arts aesthetics and narration 2 at the University of Skovde in Sweden and been a visiting Professorial fellow 3 of the Digital Cultures Research Programme Australian Research Council at Flinders University in Adelaide Graeme KirkpatrickEducationPhD Birkbeck University of LondonKnown forSociology critical theory and game studies Contents 1 Early work 2 Game studies 3 Selected publications 4 Interviews 5 ReferencesEarly work EditKirkpatrick s early work focused on analytical Marxist theory 4 His first book Critical Technology a social theory of personal computing 5 6 7 won the 2005 Philip Abrams Memorial Prize 8 from the British Sociological Association It was a critical interrogation of the principles of user friendly and easy to use interface design The main argument of the book was that friendly machines are still machines and that coming to terms with this tends to promote a cynical temperament in their human users who soon see through the surface charms of coloured screens and seductive avatars In his next book Technology and Social Power 9 10 11 he developed a critical theory of interpretation that applies to technology design in social context using examples from digital culture including 3 D printers and video games Game studies EditKirkpatrick has developed this approach further in connection with computer or video games In his Aesthetic Theory and the Video Game 12 13 he argues that the aesthetic appeal of games does not lie where we expect to find it in sumptuous on screen imagery but in the physical sensations of gameplay Because most video game analysis is informed by conventional media theory it tends to interpret games in terms of their content or message viewing the game as a sign system This overlooks the most important part of the experience of gameplay and the fact that we can often enjoy a game without ever thinking about what it or the activity of playing it means In his second book on games Computer Games and the Social Imaginary 14 15 16 17 Kirkpatrick presents a history of digital games that links their rise to the spread of neo liberalism a version of capitalism that fosters and relies upon a playful disposition on the part of its subjects In his most recent contributions to game studies The Formation of Gaming Culture 18 Kirkpatrick has focused on the history of gameplay looking at when the idea became the central term of game criticism in the 1980s He argues that this corresponds to the period when games played on computers and arcade machines became video or computer games in the sense we give that phrase today As a social group formed in connection with the activity of playing the games gamers produced their own lexicon of game evaluation and appraisal and their expectations and preferences shaped the subsequent development of gaming as a cultural practice Kirkpatrick has argued that the distinctive properties of computer games are not only important to understanding them and their culture but have been instrumental in wider social changes This is related to his theory of digital culture according to which it is more playful than previous phases in history but not for all that an inherently nicer or fairer place to be Selected publications EditKirkpatrick Graeme 2004 Critical Technology A social theory of personal computing Ashgate ISBN 9780754640097 Kirkpatrick Graeme 2008 Technology and Social Power Palgrave Macmillan ISBN 9781403947307 Kirkpatrick Graeme 2011 Aesthetic Theory and the Video Game Manchester University Press ISBN 9780719077180 Kirkpatrick Graeme 2013 Computer Games and the Social Imaginary Polity ISBN 9780745641119 Kirkpatrick Graeme 2015 The Formation of Gaming Culture Palgrave ISBN 9781137305091 Kirkpatrick Graeme 2020 Technical Politics Andrew Feenberg s Critical Theory of Technology Manchester University Press ISBN 978152610549Interviews Edit2015 Game studies Aesthetics and active objects an interview with Ben Nicoll in Platform Journal of Media and Communication 6 2 pp108 118 19 References Edit Dr Graeme Kirkpatrick research profile personal details The University of Manchester www manchester ac uk Retrieved 16 July 2016 New professor at University of Skovde Gothia Science Park www gsp se Archived from the original on 29 June 2018 Retrieved 16 July 2016 Flinders University 28 April 2015 Flinders Blog Archive Digital Heritage Blog Retrieved 14 July 2016 Ritzer George 2000 Sociological Theory New York McGraw Hill pp 322 ISBN 978 0 07 811167 9 Review of Critical Technology Interface The Journal of Education Community and Values 9 1 December 2009 via commons pacificu edu Selwyn Neil 2006 Review of Critical Technology a social theory of personal computing Time and Society 15 1 159 161 doi 10 1177 0961463X06061804 S2CID 143925731 Gane Nicholas 2006 Book Review Critical Technology a social theory of personal computing Thesis Eleven 84 1 141 144 doi 10 1177 0725513606060531 S2CID 144500113 British Sociological Association BSA Philip Abrams Memorial Prize The British Sociological Association British Sociological Association Archived from the original on 14 May 2016 Retrieved 14 July 2016 Soderborg Johan 2010 Review of Technology and Social Power Acta Sociologica 53 1 90 92 doi 10 1177 00016993100530010107 S2CID 143997629 Bissell Chris 2010 Review of Technology and Social Power The European Legacy Toward New Paradigms 15 3 361 403 doi 10 1080 10848771003783652 S2CID 219645105 McGrail Robert 2010 Review of Technology and Social Power Thesis Eleven 101 1 130 131 doi 10 1177 0725513610364236 McDougall Julian 2012 Review of Aesthetic Theory and the Video Game Culture Machine August 2012 Mortensen Torill Elvira 2010 Review of Aesthetic Theory and the Video Game PDF American Journal of Play Fall 2010 Fall 2010 Proctor Devin 5 March 2015 Computer Games and the Social Imaginary by Graeme Kirkpatrick Anthropological Quarterly 88 1 199 203 doi 10 1353 anq 2015 0001 ISSN 1534 1518 S2CID 142166433 Computer Games and the Social Imaginary Contemporary Sociology A Journal of Reviews 43 4 594 595 1 July 2014 doi 10 1177 0094306114539453d ISSN 0094 3061 S2CID 220849796 Heineman David S 1 December 2014 Does game studies have Complete Confidence in Its Own Legitimacy New Media amp Society 16 8 1332 1337 doi 10 1177 1461444814545968 ISSN 1461 4448 S2CID 28504171 Ash James 21 October 2014 Computer games and the social imaginary Information Communication amp Society 17 9 1173 1175 doi 10 1080 1369118X 2014 911935 ISSN 1369 118X S2CID 144125771 Albert Gleb J 14 July 2016 G Kirkpatrick The Formation of Gaming Culture H Soz Kult Kommunikation und Fachinformation fur die Geschichtswissenschaften 2016 via http www hsozkult de a href Template Cite journal html title Template Cite journal cite journal a External link in code class cs1 code via code help Game Studies Aesthetics and Active Objects An Interview with Graeme Kirkpatrick PDF Platform Journal of Media amp Communication 6 2 108 118 2015 Retrieved from https en wikipedia org w index php title Graeme Kirkpatrick amp oldid 1082805434, wikipedia, wiki, book, books, library,

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