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Transnational play : piracy, urban art, and mobile games /

Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafes, games for reg...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Schleiner, Anne-Marie, 1970- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, 2020.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Schleiner, Anne-Marie,  |d 1970-  |e author. 
245 1 0 |a Transnational play :  |b piracy, urban art, and mobile games /  |c Anne-Marie Schleiner. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c 2020. 
300 |a 1 online resource 
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588 0 |a Online resource; title from PDF title page (EBSCO, viewed June 23, 2020). 
505 0 |a Cover -- Table of Contents -- Introduction: Transnational Play -- Section One: Reorienting Player Geographies -- 1. Tilting the Axis of Global Play: From East/West to South/North -- 2. Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates -- 3. The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games -- Section Two: Ludic Perspectives from South of the Border -- 4. Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature -- 5. The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Map 
505 8 |a Section Three: From Global to Local Game Development -- 6. The Absence of the Oppressor: Games for Change and Californian Happiness Engineers -- 7. Game Studios in Southeast Asia: From Outsourced to Culturally Customized Games -- Conclusion: Play Privilege -- Bibliography -- About the Author -- Index 
520 |a Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafes, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain. 
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650 0 |a Video games. 
650 0 |a Games  |x Data processing. 
650 0 |a Mobile games. 
650 6 |a Jeux  |x Informatique. 
650 6 |a Jeux sur mobile. 
650 7 |a Media studies.  |2 bicssc 
650 7 |a Globalization.  |2 bicssc 
650 7 |a Computer games / online games: strategy guides.  |2 bicssc 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a Computer games  |2 fast 
650 7 |a Games  |x Data processing  |2 fast 
650 7 |a Mobile games  |2 fast 
653 |a Games for Change, Latin American Art, Mobile Players, Game Piracy, Global South. 
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