Anne-Marie Schleiner
Biographic Data
| ID | 1093760 |
|---|---|
| NAME | Anne-Marie Schleiner |
| GIVEN NAMES | Anne-Marie |
| FAMILY NAME | Schleiner |
| SIGNATURE | SCHLEINER A |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The Player's Power to Change the Game
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 …
Transnational Play
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 …
Transnational Play
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 …
The Player's Power to Change the Game
No prominent works on this page.
The Player's Power to Change the Game
Transnational Play
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 …
Transnational Play
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 …
The Player's Power to Change the Game
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 …
Digital Games and Media (3 works) · Political science (3 works) · Media studies (2 works) · Power (physics) (2 works) · Secular games (2 works) · Sociology (2 works) · Aesthetics (1 work) · Art (1 work) · Colonialism (1 work) · Computer Science (1 work)