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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
Clasificación:Libro Electrónico
Autor principal: Schleiner, Anne-Marie, 1970- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2017]
Colección:MediaMatters.
Temas:
Acceso en línea:Texto completo

MARC

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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 4 |c ©2017 
300 |a 1 online resource (160 pages) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a MediaMatters 
504 |a Includes bibliographical references and index. 
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 online resource; title from digital title page (viewed on March 10, 2023). 
590 |a JSTOR  |b Books at JSTOR Evidence Based Acquisitions 
590 |a JSTOR  |b Books at JSTOR All Purchased 
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650 0 |a Video games  |x Social aspects. 
650 6 |a Jeux vidéo  |x Aspect social. 
650 7 |a Film theory and criticism.  |2 bicssc 
650 7 |a LANGUAGE ARTS & DISCIPLINES  |x Journalism.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE  |x General.  |2 bisacsh 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
653 |a Games, Activism, Art, Critical Media Studies, Ludology, Biopolitics, Serious Games, Gamification. 
776 0 |z 9089647724 
830 0 |a MediaMatters. 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.2307/j.ctv157bmj  |z Texto completo 
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938 |a De Gruyter  |b DEGR  |n 9789048525645 
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