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The Player's Power to Change the Game - Ludic Mutation (Paperback, 0): Anne-Marie Schleiner The Player's Power to Change the Game - Ludic Mutation (Paperback, 0)
Anne-Marie Schleiner
R1,174 Discovery Miles 11 740 Ships in 10 - 15 working days

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 preprogramed 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.

Transnational Play - Piracy, Urban Art, and Mobile Games (Hardcover, 0): Anne-Marie Schleiner Transnational Play - Piracy, Urban Art, and Mobile Games (Hardcover, 0)
Anne-Marie Schleiner
R3,128 R2,926 Discovery Miles 29 260 Save R202 (6%) Ships in 10 - 15 working days

Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, 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 Pokemon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.

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