UID:
almafu_9958936544702883
Format:
1 online resource :
,
11 color plates, 3 halftones, 1 line drawing
ISBN:
9789048525645
Series Statement:
MediaMatters
Content:
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 preprogrammed 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.
Note:
Frontmatter --
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Contents --
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Introduction – The Player’S Power To Change The Game --
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1. Lightness Of Digital Doll Play --
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2. Game Modding: Cross-Over Mutation And Unwelcome Gifts --
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3. Activist Game Rhetoric : Clockwork Worlds, Broken Toys, And Harrowing Missions --
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4. City As Military Playground: Contested Urban Terrain --
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5. Toys Of Biopolis --
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6. A Tactical Sketchbook For Ludic Mutation --
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Notes --
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Bibliography --
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Index
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In English.
Language:
English
DOI:
10.1515/9789048525645
URL:
https://www.degruyter.com/doi/book/10.1515/9789048525645
URL:
https://www.cambridge.org/core/product/identifier/9789048525645/type/BOOK
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