000 | 03454cam a2200397 i 4500 | ||
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001 | on1159002614 | ||
003 | OCoLC | ||
005 | 20240726105145.0 | ||
008 | 200619s2020 ne o 000 0 eng d | ||
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_aNT _beng _erda _epn _cNT _dEBLCP _dNT _dUKAHL _dJSTOR _dDEGRU _dOCLCF _dCAMBR _dK6U _dOCLCO _dOCLCQ _dOCLCO _dDGITA _dOCLCQ _dNLAUP _dMNU |
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_a9789048543946 _q((electronic)l(electronic)ctronic) |
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_a9048543940 _q((electronic)l(electronic)ctronic) |
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050 | 0 | 4 |
_aGV1469 _b.T736 2020 |
049 | _aMAIN | ||
100 | 1 |
_aSchleiner, Anne-Marie, _d1970- _e1 |
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245 | 1 | 0 |
_aTransnational play : _bpiracy, urban art, and mobile games / _cAnne-Marie Schleiner. |
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_aAmsterdam : _bAmsterdam University Press, _c(c)2020. |
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300 | _a1 online resource | ||
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_aCover -- _tTable of Contents -- _tIntroduction: Transnational Play -- _tSection One: Reorienting Player Geographies -- _t1. Tilting the Axis of Global Play: From East/West to South/North -- _t2. Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates -- _t3. The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games -- _tSection Two: Ludic Perspectives from South of the Border -- _t4. Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature -- _t5. The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Map |
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_aSection Three: From Global to Local Game Development -- _t6. The Absence of the Oppressor: Games for Change and Californian Happiness Engineers -- _t7. Game Studios in Southeast Asia: From Outsourced to Culturally Customized Games -- _tConclusion: Play Privilege -- _tBibliography -- _tAbout the Author -- _tIndex |
520 | 0 | _aTransnational 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 | _aVideo games. | |
650 | 0 |
_aGames _xData processing. |
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650 | 0 | _aMobile games. | |
655 | 1 | _aElectronic Books. | |
856 | 4 | 0 |
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2503022&site=eds-live&custid=s3260518 _zClick to access digital title | log in using your CIU ID number and my.ciu.edu password |
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_cOB _D _eEB _hGV. _m2020 _QOL _R _x _8NFIC _2LOC |
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_a1 _bCynthia Snell _c1 _dCynthia Snell |