Gaming in Social Locative and Mobile Media

Gaming in Social  Locative and Mobile Media

Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Author: L. Hjorth

Publisher: Springer

ISBN: 9781137301420

Category: Social Science

Page: 180

View: 396

Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
Categories: Social Science

Cultural Economies of Locative Media

Cultural Economies of Locative Media

Hjorth, Larissa, and Ingrid Richardson. 2014. Gaming in Social, Locative, &
Mobile Media. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan. Hoelzl,
Ingrid, and Rémi Marie. 2014. “Google Street View: Navigating the Operative
Image.

Author: Rowan Wilken

Publisher: Oxford University Press, USA

ISBN: 9780190234911

Category: Computers

Page: 320

View: 407

Location, location-awareness, and location data have all become familiar and increasingly significant parts of our everyday mobile-mediated experiences. Cultural Economies of Locative Media examines the ways in which location-based services, such as GPS-enabled mobile smartphones, are socially, culturally, economically, and politically produced just as much as they are technically designed and manufactured. Rowan Wilken explores the complex interrelationships that mutually define new business models and the economic factors that emerge around, and structure, locative media services. Further, he offers readers insight into the diverse social uses, cultures of consumption, and policy implications of location, providing a detailed, critical account of contemporary location-sensitive mobile data. Cultural Economies of Locative Media delves into the ideas, technologies, contexts, and power relationships that define this scholarship, resulting in a rich portrait of locative media in all of its cultural and economic complexity.
Categories: Computers

The Routledge Companion to Mobile Media Art

The Routledge Companion to Mobile Media Art

1 Jane McGonigal, This Might Be a Game: Ubiquitous Play and Performance at
the Turn of the TwentyFirst Century, PhD ... 10 See: Leorke, Location-based
Gaming; Larissa Hjorth and Ingrid Richardson, Gaming in Social, Locative, &
Mobile ...

Author: Larissa Hjorth

Publisher: Routledge

ISBN: 9780429515965

Category: Art

Page: 534

View: 127

In this companion, a diverse, international and interdisciplinary group of contributors and editors examine the rapidly expanding, far-reaching field of mobile media as it intersects with art across a range of spaces—theoretical, practical and conceptual. As a vehicle for—and of—the everyday, mobile media is recalibrating the relationship between art and digital networked media, and reshaping how creative practices such as writing, photography, video art and filmmaking are being conceptualized and practised. In exploring these innovations, The Routledge Companion to Mobile Media Art pulls together comprehensive, culturally nuanced and interdisciplinary approaches; considerations of broader media ecologies and histories and political, social and cultural dynamics; and critical and considered perspectives on the intersections between mobile media and art. This book is the definitive publication for researchers, artists and students interested in comprehending all the various aspects of mobile media art, covering digital media and culture, internet studies, games studies, anthropology, sociology, geography, media and communication, cultural studies and design.
Categories: Art

Understanding Games and Game Cultures

Understanding Games and Game Cultures

Similar developments are apparent in the evolution of mobile social media
platform Kakao, originating in South Korea. ... Mobile gaming presents a
convergence of locative, social and mobile media; it is a lens through which we
can see the ...

Author: Ingrid Richardson

Publisher: SAGE

ISBN: 9781529736731

Category: Computers

Page: 232

View: 901

No longer a marginal media form, the study of digital game industries and ‘gameification’ is more popular than ever. Hjorth and Richardson bring you Understanding Games and Gaming Culture; the must-read guide to global games studies. Giving students the tools to conceptually navigate contemporary game studies, this book examines game development, audience and profit in the context of contemporary global debates and media.
Categories: Computers

Mobility and Locative Media

Mobility and Locative Media

Chapter 12 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. https://s3-us-west-2.amazonaws.com/tandfbis/rt ...

Author: Adriana de Souza e Silva

Publisher: Routledge

ISBN: 9781317677758

Category: Social Science

Page: 268

View: 559

Mobilities has become an important framework to understand and analyze contemporary social, spatial, economic and political practices. Especially as mobile media become seamlessly integrated into transportation networks, navigating urban spaces, and connecting with social networks while on the move, researchers need new approaches and methods to bring together mobilities with mobile communication and locative media. Mobile communication scholars have focused on cell phones, often ignoring broader connections to urban spaces, geography, and locational media. As a result, they emphasized virtual mobility and personalized communication as a way of disconnecting from place, location and publics. The growing pervasiveness of location-aware technology urges us to rethink the intersection among location, mobile technologies and mobility. Few studies have addressed the many transformations taking place in mobile sociality and in urban spatial processes through the appropriation of these technologies. Chapter 12 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. https://s3-us-west-2.amazonaws.com/tandfbis/rt-files/docs/Open+Access+Chapters/9781138778139_oachapter12.pdf
Categories: Social Science

Mobile Gaming in Asia

Mobile Gaming in Asia

Japan, with a decades-strong industry that has nurtured mobility and
personalisation around gaming through devices like ... by the rise of smartphones
and convergent mobile gaming experiences across social, locative, and mobile
media.

Author: Dal Yong Jin

Publisher: Springer

ISBN: 9789402408263

Category: Language Arts & Disciplines

Page: 247

View: 495

This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors
Categories: Language Arts & Disciplines

Location Based Gaming

Location Based Gaming

This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies.

Author: Dale Leorke

Publisher: Springer

ISBN: 9789811306839

Category: Social Science

Page: 266

View: 855

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.
Categories: Social Science

Digital Cityscapes

Digital Cityscapes

The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing ...

Author: Adriana de Souza e Silva

Publisher: Peter Lang

ISBN: 1433105322

Category: Computers

Page: 371

View: 360

The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this edited volume is one of the first scholarly works to engage the emerging area of multi-user location-based mobile games and hybrid reality games. It is appropriate for undergraduate and graduate courses covering mobile phone or gaming culture, media history and educational technology, as well as researchers and the general public.
Categories: Computers

Social Casual and Mobile Games

Social  Casual and Mobile Games

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com.

Author: Michele Willson

Publisher: Bloomsbury Publishing USA

ISBN: 9781501310584

Category: Games & Activities

Page: 288

View: 808

Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
Categories: Games & Activities

Mobile Interface Theory

Mobile Interface Theory

In this updated second edition, Jason Farman offers a groundbreaking look at how location-aware mobile technologies are radically shifting our sense of identity, community, and place-making practices.

Author: Jason Farman

Publisher: Routledge

ISBN: 9780429863127

Category: Art

Page: 200

View: 178

In this updated second edition, Jason Farman offers a groundbreaking look at how location-aware mobile technologies are radically shifting our sense of identity, community, and place-making practices. Mobile Interface Theory is a foundational book in mobile media studies, with the first edition winning the Book of the Year Award from the Association of Internet Researchers. It explores a range of mobile media practices from interface design to maps, AR/VR, mobile games, performances that use mobile devices, and mobile storytelling projects. Throughout, Farman provides readers with a rich theoretical framework to understand the ever-transforming landscape of mobile media and how they shape our bodily practices in the spaces we move through. This fully updated second edition features updated examples throughout, reflecting the shifts in mobile technology. This is the ideal text for those studying mobile media, social media, digital media, and mobile storytelling.
Categories: Art

The Pokemon Go Phenomenon

The Pokemon Go Phenomenon

This collection of new essays explores what Pokemon Go can tell us about how and why we play.

Author: Jamie Henthorn,

Publisher: McFarland

ISBN: 9781476636511

Category: Games & Activities

Page: 235

View: 271

Pokémon Go is not just play—the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokémon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokémon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
Categories: Games & Activities

The Routledge Companion to Digital Ethnography

The Routledge Companion to Digital Ethnography

The Routledge Companion to Digital Ethnography provides an authoritative, up-to-date, intellectually broad, and conceptually cutting-edge guide to this emergent and diverse area.

Author: Larissa Hjorth

Publisher: Taylor & Francis

ISBN: 9781317377788

Category: Social Science

Page: 494

View: 249

With the increase of digital and networked media in everyday life, researchers have increasingly turned their gaze to the symbolic and cultural elements of technologies. From studying online game communities, locative and social media to YouTube and mobile media, ethnographic approaches to digital and networked media have helped to elucidate the dynamic cultural and social dimensions of media practice. The Routledge Companion to Digital Ethnography provides an authoritative, up-to-date, intellectually broad, and conceptually cutting-edge guide to this emergent and diverse area. Features include: a comprehensive history of computers and digitization in anthropology; exploration of various ethnographic methods in the context of digital tools and network relations; consideration of social networking and communication technologies on a local and global scale; in-depth analyses of different interfaces in ethnography, from mobile technologies to digital archives.
Categories: Social Science

The Routledge Companion to Mobile Media

The Routledge Companion to Mobile Media

This collection, which gathers together original articles by a global roster of contributors from a variety of disciplines, sets out to contextualize the increasingly convergent areas surrounding social, geosocial, and mobile media ...

Author: Gerard Goggin

Publisher: Routledge

ISBN: 9781135949259

Category: Social Science

Page: 559

View: 278

The last decade has witnessed the rise of the cell phone from a mode of communication to an indispensable multimedia device, and this phenomenon has led to the burgeoning of mobile communication studies in media, cultural studies, and communication departments across the academy. The Routledge Companion to Mobile Media seeks to be the definitive publication for scholars and students interested in comprehending all the various aspects of mobile media. This collection, which gathers together original articles by a global roster of contributors from a variety of disciplines, sets out to contextualize the increasingly convergent areas surrounding social, geosocial, and mobile media discourses. Features include: comprehensive and interdisciplinary models and approaches for analyzing mobile media; wide-ranging case studies that draw from this truly global field, including China, Africa, Southeast Asia, the Middle East, and Latin America, as well as Europe, the UK, and the US; a consideration of mobile media as part of broader media ecologies and histories; chapters setting out the economic and policy underpinnings of mobile media; explorations of the artistic and creative dimensions of mobile media; studies of emerging issues such as ecological sustainability; up-to-date overviews on social and locative media by pioneers in the field. Drawn from a range of theoretical, artistic, and cultural approaches, The Routledge Companion to Mobile Media will serve as a crucial reference text to inform and orient those interested in this quickly expanding and far-reaching field.
Categories: Social Science

Haunting Hands

Haunting Hands

Drawing on cross-cultural fieldwork, Haunting Hands considers the role mobile media practices and rituals provide as fundamental insights into contemporary notions of life, death, and loss.

Author: Kathleen M. Cumiskey

Publisher: Oxford University Press

ISBN: 9780190634988

Category: Computers

Page: 248

View: 349

Haunting Hands looks closely at the consequences of digital media's ubiquitous presence in our lives, in particular the representing, sharing, and remembering of loss. From Facebook tribute pages during public disasters to the lingering digital traces on a smartphone of the deceased, the digital is both extending earlier memorial practices and creating new ways in which death and loss manifest themselves. The ubiquity of digital specters is particularly evident in mobile media spanning smartphones, iPads, iPhones, or tablets. Mobile media entangle various forms of social, online and digital media in specific ways that are both intimate and public, and yet the use of mobile media in contexts of loss has been relatively overlooked. Haunting Hands seeks to address this growing and important area by helping us to understand the relationship between life, death, and our digital after-lives.
Categories: Computers

Studying Mobile Media

Studying Mobile Media

Like the Walkman of the 1980s, it marks a juncture in which notions about identity, individualism, lifestyle and sociality require rearticulation. this book explores not only the iPhone’s particular characteristics, uses and "affects," ...

Author: Larissa Hjorth

Publisher: Routledge

ISBN: 9781136464324

Category: Social Science

Page: 256

View: 288

The iPhone represents an important moment in both the short history of mobile media and the long history of cultural technologies. Like the Walkman of the 1980s, it marks a juncture in which notions about identity, individualism, lifestyle and sociality require rearticulation. this book explores not only the iPhone’s particular characteristics, uses and "affects," but also how the "iPhone moment" functions as a barometer for broader patterns of change. In the iPhone moment, this study considers the convergent trajectories in the evolution of digital and mobile culture, and their implications for future scholarship. Through the lens of the iPhone—as a symbol, culture and a set of material practices around contemporary convergent mobile media—the essays collected here explore the most productive theoretical and methodological approaches for grasping media practice, consumer culture and networked communication in the twenty-first century.
Categories: Social Science

Global Game Industries and Cultural Policy

Global Game Industries and Cultural Policy

This is the first book that sheds light on global game industries and cultural policy.

Author: Anthony Fung

Publisher: Springer

ISBN: 9783319407609

Category: Political Science

Page: 340

View: 560

This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.
Categories: Political Science

Online AsiaPacific

Online AsiaPacific

Through its striking case studies, this book sheds new light on how the region and its contested and multiple identities are evolving, and concludes by revealing the impact of mobile media on how place is shaped, as well as shaping, ...

Author: Larissa Hjorth

Publisher: Routledge

ISBN: 9781136657610

Category: Computers

Page: 208

View: 207

Media across the Asia-Pacific region are at once social, locative and mobile. Social in that these media facilitate public and interpersonal interaction, locative in that this social communication is geographically placed, and mobile in so much as the media is ever-present. The Asia–Pacific region has been pivotal in the production, shaping and consumption of personal new media technologies and through social and mobile media we can see emerging certain types of personal politics that are inflected by the local. The six case studies that inform this book—Seoul, Tokyo, Shanghai, Manila, Singapore and Melbourne—offer a range of economic, socio-cultural, and linguistic differences, enabling the authors to provide new insights into specific issues pertaining to mobile media in each city. These include social, mobile and locative media as a form of crisis management in post 3/11 Tokyo; generational shifts in Shanghai; political discussion and the shifting social fabric in Singapore; and the erosion of public and private, and work and leisure paradigms in Melbourne. Through its striking case studies, this book sheds new light on how the region and its contested and multiple identities are evolving, and concludes by revealing the impact of mobile media on how place is shaped, as well as shaping, practices of mobility, intimacy and a sense of belonging. Employing comprehensive, cross-disciplinary frameworks from theoretical approaches such as media sociology, ethnography, cultural studies and media and communication studies, [email protected] will be of huge interest to students and scholars of Asian culture and society, cybercultures, new media studies, communication studies and internet studies.
Categories: Computers

The Mobile Story

The Mobile Story

This book offers dynamic insights about the new nature of narrative in the age of mobile media, studying digital stories that are site-specific, context-aware, and involve the reader in fascinating ways.

Author: Jason Farman

Publisher: Routledge

ISBN: 9781136169564

Category: Social Science

Page: 326

View: 222

What happens when stories meet mobile media? In this cutting-edge collection, contributors explore digital storytelling in ways that look beyond the desktop to consider how stories can be told through mobile, locative, and pervasive technologies. This book offers dynamic insights about the new nature of narrative in the age of mobile media, studying digital stories that are site-specific, context-aware, and involve the reader in fascinating ways. Addressing important topics for scholars, students, and designers alike, this collection investigates the crucial questions for this emerging area of storytelling and electronic literature. Topics covered include the histories of site-specific narratives, issues in design and practice, space and mapping, mobile games, narrative interfaces, and the interplay between memory, history, and community.
Categories: Social Science

Critical Play

Critical Play

Flanagan provides a lively historical context for critical play throughtwentieth-century art movements, connecting subversive game design to subversive art: her examplesof "playing house" include Dadaist puppet shows and The Sims.

Author: Mary Flanagan

Publisher: MIT Press

ISBN: 9780262062688

Category: Computers

Page: 353

View: 951

For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games -- games that challenge the accepted norms embedded within the gaming industry -- and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of "playing house" include Dadaist puppet shows and The Sims. She looks at artists' alternative computer-based games and explores games for change, considering the way activist concerns -- including worldwide poverty and AIDS -- can be incorporated into game design. Arguing that this kind of conscious practice -- which now constitutes the avant-garde of the computer game medium -- can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Categories: Computers

Intergenerational Locative Play

Intergenerational Locative Play

Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.

Author: Michael Saker

Publisher: Emerald Publishing Limited

ISBN: 1839091401

Category: Social Science

Page: 236

View: 372

Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.
Categories: Social Science