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.

Gaming in Social  Locative and Mobile Media

Author: L. Hjorth

Publisher: Springer

ISBN: 1137301422

Page: 180

View: 476

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.

Gaming in Social Locative and Mobile Media

As social networking and socialmedia games move from the desktop or personalcomputer ... the relationship between locative, social,and mobile media gaming, ...

Gaming in Social  Locative and Mobile Media

Author: L. Hjorth

Publisher: Springer

ISBN: 1137301422

Page: 180

View: 905

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.

Mobile Gaming in Asia

Japan mobile and social games consulting. ... 2013), and Gaming in Social, Locative, and Mobile Media (with Ingrid Richardson, 2014).

Mobile Gaming in Asia

Author: Dal Yong Jin

Publisher: Springer

ISBN: 9402408266

Page: 247

View: 295

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

Cultural Economies of Locative Media

Gaming in Social, Locative, & Mobile Media. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan. Hoelzl, Ingrid, and Rémi Marie. 2014.

Cultural Economies of Locative Media

Author: Rowan Wilken

Publisher: Oxford University Press, USA

ISBN: 0190234911

Page: 320

View: 692

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.

The Routledge Companion to Mobile Media Art

1 Jane McGonigal, This Might Be a Game: Ubiquitous Play and Performance at the Turn of the ... Gaming in Social, Locative, & Mobile Media (Houndmills, ...

The Routledge Companion to Mobile Media Art

Author: Larissa Hjorth

Publisher: Routledge

ISBN: 0429515960

Page: 534

View: 776

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.

Studying Digital Media Audiences

... Understanding Social Media (London: Sage, 2013); Larissa Hjorth and Ingrid Richardson, Gaming in Social, Locative, and Mobile Media (Basingstoke, ...

Studying Digital Media Audiences

Author: Craig Hight

Publisher: Taylor & Francis

ISBN: 131540205X

Page: 226

View: 470

Although many digital platforms continue to appropriate and reconfigure familiar forms of media experience, this is an environment which no longer consistently constructs an identifiable 'mass' audience in the terms understood by twentieth century audience researchers. The notion of 'audiencing' takes on different characteristics within a digital environment where platforms encourage users to upload, share and respond to content, while the platforms themselves monetise the digital traces of this activity. This environment demands new ways of thinking about audience and user engagement with media technologies, and raises significant questions on methods of conceiving and researching audience-users. This volume addresses ongoing debates in the field of audience research by exploring relevant conceptual and methodological issues concerning the systematic study of digital audiences. Drawing from work conducted by researchers based in Australia and New Zealand, the book uses theoretical frameworks and case study material which are of direct relevance to audience researchers globally.

Games and Play in the Creative Smart and Ecological City

Mobile interface theory: Embodied space and locative media (1st ed.). New York: Routledge. Farman, J. (2015). Infrastructures of mobile social media. Social ...

Games and Play in the Creative  Smart and Ecological City

Author: Dale Leorke

Publisher: Routledge

ISBN: 1000217787

Page: 280

View: 439

This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

The Second Offline

MIT Press, Cambridge, Mass Farman J (2009) Locative life: geocaching, mobile gaming, ... Richardson I (2014) Gaming in social, locative and mobile media.

The Second Offline

Author: Hidenori Tomita

Publisher: Springer Nature

ISBN: 9811624259

Page:

View: 445

Locative Media

Since 2000, she has been researching the gendered and sociocultural dimensions of mobile, social, locative and gaming cultures in the Asia–Pacific; ...

Locative Media

Author: Rowan Wilken

Publisher: Routledge

ISBN: 1134588658

Page: 248

View: 533

Not only is locative media one of the fastest growing areas in digital technology, but questions of location and location-awareness are increasingly central to our contemporary engagements with online and mobile media, and indeed media and culture generally. This volume is a comprehensive account of the various location-based technologies, services, applications, and cultures, as media, with an aim to identify, inventory, explore, and critique their cultural, economic, political, social, and policy dimensions internationally. In particular, the collection is organized around the perception that the growth of locative media gives rise to a number of crucial questions concerning the areas of culture, economy, and policy.

Understanding Games and Game Cultures

Mobile gaming presents a convergence of locative, social and mobile media; it is a lens through which we can see the changing nature of mobility, ...

Understanding Games and Game Cultures

Author: Ingrid Richardson

Publisher: SAGE

ISBN: 1529736730

Page: 232

View: 668

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.

Ambient Play

The Game of Being Social : A Case Study of the Intersections between Social , Mobile and Geomedia in China . " In Locative Media , edited by Regine ...

Ambient Play

Author: Larissa Hjorth

Publisher: MIT Press

ISBN: 026236042X

Page: 200

View: 543

An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.

Communication Digital Media and Popular Culture in Korea

Gaming in social, locative, and mobile media. New York: Palgrave. Huhh, J. S. (2009). The bang where Korean online gaming began: The culture and business of ...

Communication  Digital Media  and Popular Culture in Korea

Author: Dal Yong Jin

Publisher: Lexington Books

ISBN: 1498562043

Page: 532

View: 152

In recent decades, Korean communication and media have substantially grown to become some of the most significant segments of Korean society. Since the early 1990s, Korea has experienced several distinctive changes in its politics, economy, and technology, which are directly related to the development of local media and culture. Korea has greatly developed several cutting-edge technologies, such as smartphones, video games, and mobile instant messengers to become the most networked society throughout the world. As the Korean Wave exemplifies, the once small and peripheral Korea has also created several unique local popular cultures, including television programs, movies, and popular music, known as K-pop, and these products have penetrated many parts of the world. As Korean media and popular culture have rapidly grown, the number of media scholars and topics covering these areas in academic discourses has increased. These scholars’ interests have expanded from traditional media, such as Korean journalism and cinema, to several new cutting-edge areas, like digital technologies, health communication, and LGBT-related issues. In celebrating the Korean American Communication Association’s fortieth anniversary in 2018, this book documents and historicizes the growth of growing scholarship in the realm of Korean media and communication.

The Routledge Companion to Digital Ethnography

... and socio-cultural dimensions of mobile media and gaming cultures in the ... Gaming in Social, Locative and Mobile Media (with Richardson, Palgrave, ...

The Routledge Companion to Digital Ethnography

Author: Larissa Hjorth

Publisher: Taylor & Francis

ISBN: 1317377788

Page: 494

View: 676

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.

The Oxford Handbook of Mobile Communication and Society

Gaming in social, locative and mobile media. London, England: Palgrave. Hjorth, L., & Richardson, I. (2016). Mobile games and ambient play.

The Oxford Handbook of Mobile Communication and Society

Author: Rich Ling

Publisher: Oxford University Press

ISBN: 0190864400

Page: 1000

View: 323

Mobile communication has dramatically changed over the past decade with the diffusion of smartphones. Unlike the basic 2G mobile phones, which "merely" facilitated communication between individuals on the move, smartphones allow individuals to communicate, to entertain and inform themselves, to transact, to navigate, to take photos, and countless other things. Mobile communication has thus transformed society by allowing new forms of coordination, communication, consumption, social interaction, and access to news/entertainment. All of this is regardless of the space in which users are immersed. Set in the context of the developed and the developing world, The Oxford Handbook of Mobile Communication and Society updates current scholarship surrounding mobile media and communication. The 43 chapters in this handbook examine mobile communication and its evolving impact on individuals, institutions, groups, societies, and businesses. Contributors examine the communal benefits, social consequences, theoretical perspectives, organizational potential, and future consequences of mobile communication. Topics covered include, among many other things, trends in the Global South, location-based services, and the "appification" of mobile communication and society.

Understanding Social Media

Before long she had numerous games and social media apps downloaded, thanks to her ... people young and old are using social, locative and mobile media to ...

Understanding Social Media

Author: Sam Hinton

Publisher: SAGE

ISBN: 1446281639

Page: 168

View: 657

Understanding Social Media provides a critical and timely conceptual toolbox for navigating the evolution and practices of social media. Taking an interdisciplinary and intercultural approach, this book provides a clear and concise explanation of the key concepts but also goes beyond specific brands, sites and practices to show readers how to place social media more critically within the changing media and cultural landscape. As an aid to understanding, key concepts in each chapter are illustrated by case studies to give real-world examples of theory in action. Cutting across the many dimensions of social media, from the political, economic and visual, this book explores the industries, ideologies and cultural practices that are increasingly becoming part of global popular culture. This book is essential reading for students of media studies and cultural studies.

The Routledge Companion to Global Internet Histories

He is the author of Social Media and Everyday Politics (Polity, 2016). ... 2013), Gaming in Social, Locative and Mobile Media (with Richardson, Palgrave, ...

The Routledge Companion to Global Internet Histories

Author: Gerard Goggin

Publisher: Routledge

ISBN: 1317607643

Page: 548

View: 311

The Routledge Companion to Global Internet Histories brings together research on the diverse Internet histories that have evolved in different regions, language cultures and social contexts across the globe. While the Internet is now in its fifth decade, the understanding and formulation of its histories outside of an anglophone framework is still very much in its infancy. From Tunisia to Taiwan, this volume emphasizes the importance of understanding and formulating Internet histories outside of the anglophone case studies and theoretical paradigms that have thus far dominated academic scholarship on Internet history. Interdisciplinary in scope, the collection offers a variety of historical lenses on the development of the Internet: as a new communication technology seen in the context of older technologies; as a new form of sociality read alongside previous technologically mediated means of relating; and as a new media "vehicle" for the communication of content.

Digital Ethnography

Hjorth, L. (2008) 'The Game of Being Mobile: One Media History of Gaming and Mobile Technologies ... Mobile, Social and Locative Media in the Asia-Pacific.

Digital Ethnography

Author: Sarah Pink

Publisher: SAGE

ISBN: 1473943140

Page: 216

View: 443

Lecturers, request your electronic inspection copy This sharp, innovative book champions the rising significance of ethnographic research on the use of digital resources around the world. It contextualises digital and pre-digital ethnographic research and demonstrates how the methodological, practical and theoretical dimensions are increasingly intertwined. Digital ethnography is central to our understanding of the social world; it can shape methodology and methods, and provides the technological tools needed to research society. The authoritative team of authors clearly set out how to research localities, objects and events as well as providing insights into exploring individuals’ or communities’ lived experiences, practices and relationships. The book: Defines a series of central concepts in this new branch of social and cultural research Challenges existing conceptual and analytical categories Showcases new and innovative methods Theorises the digital world in new ways Encourages us to rethink pre-digital practices, media and environments This is the ideal introduction for anyone intending to conduct ethnographic research in today’s digital society.

Video Games and the Global South

She's a member of the Centre for Technoculture, Art & Games, she has presented her work at ... Gaming in Social, Locative and Mobile Media, Haunting Hands, ...

Video Games and the Global South

Author: Phillip Penix-Tadsen

Publisher: Lulu Press, Inc

ISBN: 0359641415

Page:

View: 133

Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

ECGBL 2020 14th European Conference on Game Based Learning

The effects of autonomy on emotions and learning in game-based learning environments. ... Gaming in Social, Locative and Mobile Media.

ECGBL 2020 14th European Conference on Game Based Learning

Author: Panagiotis Fotaris

Publisher: Academic Conferences limited

ISBN: 1912764709

Page:

View: 495

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

Young Children and Mobile Media

New Media and Society 1 (3): 283–303. ... Gameworlds: Virtual Media and Children's Everyday Play. ... Gaming in Social, Locative and Mobile Media.

Young Children and Mobile Media

Author: Bjørn Nansen

Publisher: Springer Nature

ISBN: 3030498751

Page:

View: 527