What is it about?

An historical investigation into how 'gaming' became a normal activity, paradoxically defined in terms of various kinds of abnormality/pathology.

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Why is it important?

Shows how, in the 1980s, the new practice of playing with software was culturally re-mediated and associated with a kind of subject, namely, the 'gamer'.

Perspectives

This paper provides historical perspective on the contemporary practice of gaming and the associated 'gamer' identity.

Dr Graeme Kirkpatrick

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This page is a summary of: Making games normal: Computer gaming discourse in the 1980s, New Media & Society, July 2016, SAGE Publications,
DOI: 10.1177/1461444814558905.
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Contributors

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