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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: Baltimore, Maryland : Project Muse, 2020
Colección:Games and play (Amsterdam, Netherlands)
Book collections on Project MUSE.
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 Baltimore, Maryland :  |b Project Muse,  |c 2020 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2020 
264 4 |c ©2020 
300 |a 1 online resource (168 pages):   |b color illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Games and play 
500 |a Issued as part of book collections on Project MUSE. 
504 |a Includes bibliographical references (pages [169]-178) and index. 
505 0 |a Tilting the axis of global play: from East/West to South/North -- Venues for ludoliteracy: arcades, game cafes, and street pirates -- The free-to-play time of women in Brazil: localized mobile and casual games -- Ludic recycling in Latin American art : from remixing the city to sampling nature -- The geopolitics of Pokemon Go : navigating bordering cities with a mobile augmented reality game map -- The absence of the oppressor : games for change and Californian happiness engineers -- Game studios in Southeast Asia : from outsourced to culturally customized games -- Conclusion : play privilege. 
506 |a Access restricted to authorized users and institutions. 
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 Pokemon 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. 
588 |a Description based on print version record. 
650 0 |a Mobile games  |x Social aspects  |z Developing countries. 
650 0 |a Computer games  |x Social aspects  |z Developing countries. 
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710 2 |a Project Muse,  |e distributor. 
776 1 8 |i Print version:  |z 9789463728904 
710 2 |a Project Muse.  |e distributor 
830 0 |a Games and play (Amsterdam, Netherlands) 
830 0 |a Book collections on Project MUSE. 
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945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2020 Complete 
945 |a Project MUSE - 2020 Political Science and Policy Studies