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    Made in Asia/America – Why Video Games Were Never (Really) about Us: Why Video Games Were Never (Really) About Us

    Made in Asia/America – Why Video Games Were Never (Really) about Us by Patterson, Christopher B.; Fickle, Tara;

    Why Video Games Were Never (Really) About Us

    Series: Power Play: Games, Politics, Culture;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 92.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        41 538 Ft (39 560 Ft + 5% VAT)
      • Discount 20% (cc. 8 308 Ft off)
      • Discounted price 33 230 Ft (31 648 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    41 538 Ft

    db

    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Duke University Press
    • Date of Publication 5 March 2024
    • Number of Volumes Cloth over boards

    • ISBN 9781478026037
    • Binding Hardback
    • No. of pages376 pages
    • Size 229x152x23 mm
    • Weight 604 g
    • Language English
    • Illustrations 29 illustrations
    • 484

    Categories

    Long description:

    Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.”

    Contributors. Matthew Seiji Burns, Edmond Y. Chang, Naomi Clark, Miyoko Conley, Toby Đỗ, Anthony Dominguez, Tara Fickle, Sarah Christina Ganzon, Yuxin Gao, Domini Gee, Melos Han-Tani, Huan He, Matthew Jungsuk Howard, Rachael Hutchinson, Paraluman (Luna) Javier, Sisi Jiang, Marina Ayano Kittaka, Minh Le, Haneul Lee, Rachel Li, Christian Kealoha Miller, Patrick Miller, Keita C. Moore, Souvik Mukherjee, Christopher B. Patterson, Pamela (Pam) Punzalan, Takeo Rivera, Yasheng She, D. Squinkifer, Lien B. Tran, Prabhash Ranjan Tripathy, Emperatriz Ung, Gerald Voorhees, Yizhou (Joe) Xu, Robert Yang, Mike Ren Yi

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