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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 loc...
Parklets are innovative, dynamic public spaces that are installed onto on-street car-parking spots. These very small spaces have had a very large and lasting impact on city streets. How Good Are Parklets? is the first book to critically examine the parklet’s purposes, formats and impacts. It traces the parklet’s history, from its invention in 2005 as an experiment that tactically reclaimed street space for broader public use, to its surge in popularity worldwide after the COVID-19 pandemic for outdoor dining, community gathering and play. Drawing together archival research, expert interviews, typological analysis, mapping, field observation and design research, this book examines parklet...
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.
This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their ...
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.
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....
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.
This double issue of Digital Culture & Society addresses the dialectics of play and labour, taking a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives. After the first issue explored the notion of laborious play, this second one studies the concept of playful work. The contributions feature critical inquiries into various phenomena of playful work – ranging from interfaces of play and work in the BDSM subculture over labour in digital gaming to high frequency trading. Alongside the articles, the issue features an interview with Fred Turner, Chair of the Department of Communication at Stanford University. He talks about the Bauhaus in the US, countercultural cybernetics, technology and consciousness, and work in the Silicon Valley.