Transnational Play : Piracy, Urban Art, and Mobile Games / Anne-Marie Schleiner.
Material type:
TextSeries: Games and Play ; 4Publisher: Amsterdam : Amsterdam University Press, [2020]Copyright date: ©2020Description: 1 online resource (182 p.)Content type: - 9789048543946
- Computer games -- Social aspects -- Developing countries
- Computer games
- Games -- Data processing
- Mobile games -- Social aspects -- Developing countries
- Mobile games
- Art and Material Culture
- Film, Media, and Communication
- Game Studies
- Media Studies
- Sociology and Social History
- ART / Video Game Art
- Games for Change, Latin American Art, Mobile Players, Game Piracy, Global South
- 794.8091724 23
- GV1469.17.S63 S35 2020
- online - DeGruyter
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eBook
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Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online | online - DeGruyter (Browse shelf(Opens below)) | Online access | Not for loan (Accesso limitato) | Accesso per gli utenti autorizzati / Access for authorized users | (dgr)9789048543946 |
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| online - DeGruyter Early Cinema, Modernity and Visual Culture : The Imaginary of the Balkans / | online - DeGruyter LGBTQ Film Festivals : Curating Queerness / | online - DeGruyter Beyond the Essay Film : Subjectivity, Textuality and Technology / | online - DeGruyter Transnational Play : Piracy, Urban Art, and Mobile Games / | online - DeGruyter Kashmir as a Borderland : The Politics of Space and Belonging across the Line of Control / | online - DeGruyter The Hard State, Soft City of Singapore / | online - DeGruyter Asian Alleyways : An Urban Vernacular in Times of Globalization / |
Frontmatter -- Table of Contents -- Introduction: Transnational Play -- Section One. Reorienting Player Geographies -- Section Two. Ludic Perspectives from South of the Border -- Section Three. From Global to Local Game Development -- Conclusion: Play Privilege -- Bibliography -- About the Author -- Index
restricted access online access with authorization star
http://purl.org/coar/access_right/c_16ec
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.
Mode of access: Internet via World Wide Web.
In English.
Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mrz 2022)

