Transnational Play : : Piracy, Urban Art, and Mobile Games / / Anne-Marie Schleiner.

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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Superior document:Title is part of eBook package: De Gruyter Amsterdam University Press Complete eBook-Package 2020
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Place / Publishing House:Amsterdam : : Amsterdam University Press, , [2020]
©2020
Year of Publication:2020
Language:English
Series:Games and Play ; 4
Online Access:
Physical Description:1 online resource (182 p.)
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245 1 0 |a Transnational Play :  |b Piracy, Urban Art, and Mobile Games /  |c Anne-Marie Schleiner. 
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264 4 |c ©2020 
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490 0 |a Games and Play ;  |v 4 
505 0 0 |t Frontmatter --   |t Table of Contents --   |t Introduction: Transnational Play --   |t Section One. Reorienting Player Geographies --   |t Section Two. Ludic Perspectives from South of the Border --   |t Section Three. From Global to Local Game Development --   |t Conclusion: Play Privilege --   |t Bibliography --   |t About the Author --   |t Index 
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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 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. 
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 Computer games  |x Social aspects  |z Developing countries. 
650 0 |a Computer games. 
650 0 |a Games  |x Data processing. 
650 0 |a Mobile games  |x Social aspects  |z Developing countries. 
650 0 |a Mobile games. 
650 4 |a Art and Material Culture. 
650 4 |a Film, Media, and Communication. 
650 4 |a Game Studies. 
650 4 |a Media Studies. 
650 4 |a Sociology and Social History. 
650 7 |a ART / Video Game Art.  |2 bisacsh 
653 |a Games for Change, Latin American Art, Mobile Players, Game Piracy, Global South. 
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