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Transnational play : piracy, urban art, and mobile games / Anne-Marie Schleiner.

By: Material type: TextTextPublisher: Amsterdam : Amsterdam University Press, 2020Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789048543946
  • 9048543940
Subject(s): Genre/Form: DDC classification:
  • 794.8 23
LOC classification:
  • GV1469.15
Online resources:
Contents:
Cover -- Table of Contents -- Introduction: Transnational Play -- Section One: Reorienting Player Geographies -- 1. Tilting the Axis of Global Play: From East/West to South/North -- 2. Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates -- 3. The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games -- Section Two: Ludic Perspectives from South of the Border -- 4. Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature -- 5. The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Map
Section Three: From Global to Local Game Development -- 6. The Absence of the Oppressor: Games for Change and Californian Happiness Engineers -- 7. Game Studios in Southeast Asia: From Outsourced to Culturally Customized Games -- Conclusion: Play Privilege -- Bibliography -- About the Author -- Index
Summary: 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.
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Online resource; title from PDF title page (EBSCO, viewed June 23, 2020).

Cover -- Table of Contents -- Introduction: Transnational Play -- Section One: Reorienting Player Geographies -- 1. Tilting the Axis of Global Play: From East/West to South/North -- 2. Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates -- 3. The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games -- Section Two: Ludic Perspectives from South of the Border -- 4. Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature -- 5. The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Map

Section Three: From Global to Local Game Development -- 6. The Absence of the Oppressor: Games for Change and Californian Happiness Engineers -- 7. Game Studios in Southeast Asia: From Outsourced to Culturally Customized Games -- Conclusion: Play Privilege -- Bibliography -- About the Author -- Index

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.

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