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The Player's Power to Change the Game : Ludic Mutation /

In recent decades, a closer relation has arisen between games and activism, between games and war, between games and the city - what can be called as a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game&#...

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Detalles Bibliográficos
Autor principal: Schleiner, Anne-Marie, 1970- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2017]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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040 |a MdBmJHUP  |c MdBmJHUP 
100 1 |a Schleiner, Anne-Marie,  |d 1970-  |e author. 
245 1 4 |a The Player's Power to Change the Game :   |b Ludic Mutation /   |c Anne-Marie Schleiner. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c [2017] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2021 
264 4 |c ©[2017] 
300 |a 1 online resource (162 pages):   |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
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338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a MediaMatters 
505 0 |a Lightness of digital doll play -- Game modding: cross-over mutation and unwelcome gifts -- Activist game rhetoric: clockwork worlds, broken toys, and harrowing missions -- City as military playground: contested urban terrain -- Toys of Biopolis -- A tactical sketchbook for ludic mutation. 
520 8 |a In recent decades, a closer relation has arisen between games and activism, between games and war, between games and the city - what can be called as a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game's rules demand reflexive acts from the player. The player engages with the game's pre-programmed interactions, losing minutes and hours to the fascination of overcoming the challenge. And yet players also design and play their own games, thereby seizing back some of that which was lost to the game's digital regime. My underlying concern in this book is this power grab from the game. I understand these acts as player-driven transformation of an existing game into another, as a transformative process I refer to as ludic mutation. The remaker of games sees the world not as a given, fixed place composed of static objects, but as play material, to be reconfigured. Over the course of this writing, I investigate these player-driven changes to the game at varied scales and points of intervention, across gaming culture, in unique online communities of players, among artists, activists, and situated within the city - both in the digital game city and the augmented, mixed reality city. 
546 |a In English. 
588 |a Description based on print version record. 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a SOCIAL SCIENCE  |x General.  |2 bisacsh 
650 7 |a LANGUAGE ARTS & DISCIPLINES  |x Journalism.  |2 bisacsh 
650 6 |a Jeux video  |x Aspect social. 
650 0 |a Video games  |x Social aspects. 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/66560/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - Archive Complete Supplement IX 
945 |a Project MUSE - Archive Film, Theater and Performing Arts Supplement IX