000 03454cam a2200397 i 4500
001 on1159002614
003 OCoLC
005 20240726105145.0
008 200619s2020 ne o 000 0 eng d
040 _aNT
_beng
_erda
_epn
_cNT
_dEBLCP
_dNT
_dUKAHL
_dJSTOR
_dDEGRU
_dOCLCF
_dCAMBR
_dK6U
_dOCLCO
_dOCLCQ
_dOCLCO
_dDGITA
_dOCLCQ
_dNLAUP
_dMNU
020 _a9789048543946
_q((electronic)l(electronic)ctronic)
020 _a9048543940
_q((electronic)l(electronic)ctronic)
050 0 4 _aGV1469
_b.T736 2020
049 _aMAIN
100 1 _aSchleiner, Anne-Marie,
_d1970-
_e1
245 1 0 _aTransnational play :
_bpiracy, urban art, and mobile games /
_cAnne-Marie Schleiner.
260 _aAmsterdam :
_bAmsterdam University Press,
_c(c)2020.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _adata file
_2rda
504 _a2
505 0 0 _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
505 0 0 _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.
530 _a2
_ub
650 0 _aVideo games.
650 0 _aGames
_xData processing.
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
942 _cOB
_D
_eEB
_hGV.
_m2020
_QOL
_R
_x
_8NFIC
_2LOC
994 _a92
_bNT
999 _c90940
_d90940
902 _a1
_bCynthia Snell
_c1
_dCynthia Snell