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Product details:
- Edition number 1
- Publisher Routledge
- Date of Publication 1 December 2025
- ISBN 9781041189893
- Binding Paperback
- No. of pages182 pages
- Size 234x156 mm
- Language English 700
Categories
Short description:
This book 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.
MoreLong description:
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 Pokémon 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.
Anne Marie Schleiner's Transnational Play: Piracy, Urban Art, and Mobile Games (Amsterdam University Press, 2020) makes steps to shift and broaden the ways in which videogames and videogame play are approached and understood within game studies. [...] Transnational Play remains timely and relevant.- John Sharp, Game Studies, Volume 21, Issue 1, May 2021
Anne Marie Schleiner's Transnational Play: Piracy, Urban Art, and Mobile Games (Amsterdam University Press, 2020) makes steps to shift and broaden the ways in which videogames and videogame play are approached and understood within game studies. [...] Transnational Play remains timely and relevant.- John Sharp, Game Studies, Volume 21, Issue 1, May 2021
Table of Contents:
Introduction: Transnational Play,Section One: Reorienting Player Geographies, Chapter 1: Tilting the Axis of Global Play: From East/West to South/North, Chapter 2: Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates, Chapter 3: The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games,Section Two: Ludic Perspectives from South of the Border, Chapter 4: Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature, Chapter 5: The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game,Section Three: From Global to Local Game Development, Chapter 6: The Absence of the Oppressor: Games for Change and Californian Happiness Engineers, Chapter 7: Game Studios in Southeast Asia: Outsourced to Culturally Customized Games, Conclusion: Play Privilege, Bibliography, Index.
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