The Player's Power to Change the Game : : Ludic Mutation / / Anne-Marie Schleiner.

In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls "ludic mutation," a transformative process...

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Superior document:Title is part of eBook package: De Gruyter AUP eBook Package 2016-2018
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Place / Publishing House:Amsterdam : : Amsterdam University Press, , [2017]
©2017
Year of Publication:2017
Language:English
Series:MediaMatters
Online Access:
Physical Description:1 online resource (160 p.) :; 11 color plates, 3 halftones, 1 line drawing
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100 1 |a Schleiner, Anne-Marie,   |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
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 p.) :  |b 11 color plates, 3 halftones, 1 line drawing 
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505 0 0 |t Frontmatter --   |t Contents --   |t Introduction - The Player'S Power To Change The Game --   |t 1. Lightness Of Digital Doll Play --   |t 2. Game Modding: Cross-Over Mutation And Unwelcome Gifts --   |t 3. Activist Game Rhetoric : Clockwork Worlds, Broken Toys, And Harrowing Missions --   |t 4. City As Military Playground: Contested Urban Terrain --   |t 5. Toys Of Biopolis --   |t 6. A Tactical Sketchbook For Ludic Mutation --   |t Notes --   |t Bibliography --   |t Index 
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520 |a In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls "ludic mutation," a transformative process in which the player, who is expected to engage in the preprogrammed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare. 
530 |a Issued also in print. 
538 |a Mode of access: Internet via World Wide Web. 
546 |a In English. 
588 0 |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mrz 2022) 
650 0 |a Video games  |x Social aspects. 
650 4 |a Film, Media, and Communication. 
650 4 |a Media Studies. 
650 7 |a PERFORMING ARTS / Film & Video / General.  |2 bisacsh 
653 |a Games, Activism, Art, Critical Media Studies, Ludology, Biopolitics, Serious Games, Gamification. 
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