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While the metaverse is often marketed as a future utopia, the
vision of the metaverse represents an attempt for private
corporations to control the code of the real. In the hands of
companies that established and maintain the surveillance capitalism
model, the ability to build a persistent, all-compassing
environment means all activity in that world can be metricized and
commodified, making the metaverse worthy of critical examination.
Significant parts of life are already conducted in a digital place
that combines various aspects of digital culture. Likewise, digital
worlds for socializing already exist, and in a form akin to the VR
metaverse, just as VR worlds based on play now coexist with online
worlds of user generated content. These discreet private
"microverses", as we refer to them, are spaces which can model the
tensions that would be inherent in the metaverse. From Microverse
to Metaverse: Modelling the Future through Today's Virtual Worlds
examines the place attachments, world-feeling and dwelling of
several "microverses" to assess the possibilities of the metaverse
as a realistic proposition. Critically analyzing the
phenomenological feeling of place, the political economy of
emerging tech, the mechanisms of identity and self along with the
behavioral constraints involved, the authors map what a metaverse
might be like, whether it can happen, and just why some companies
seem so determined to make it happen.
This book extends current understandings of the effects of using
locative social media on spatiality, the experience of time and
identity. This is a pertinent and timely topic given the increase
in opportunities people now have to explicitly and implicitly share
their location through digital and mobile technologies. There is a
growing body of research on locative media, much of this literature
has concentrated on spatial issues. Research here has explored how
locative media and location-based social media (LBSN) are used to
communicate and coordinate social interactions in public space,
affecting how people approach their surroundings, turning ordinary
life "into a game", and altering how mobile media is involved in
understanding the world. This book offers a critical analysis of
the effect of usage of locative social media on identity through an
engagement with the current literature on spatiality, a novel
critical investigation of the temporal effects of LBSN use and a
view of identity as influenced by the spatio-temporal effects of
interacting with place through LBSN. Drawing on phenomenology,
post-phenomenology and critical theory on social and locative
media, alongside established sociological frameworks for
approaching spatiality and the city, it presents a comprehensive
account of the effects of LBSN and locative media use.
In this short book, Evans interrogates the implications of VR's
re-emergence into the media mainstream, critiquing the notion of a
VR revolution by analysing the development and ownership of VR
companies while also exploring the possibilities of immersion in VR
and the importance of immersion in the interest and ownership of VR
enterprises. He assesses how the ideologies and desires of both
computer programmers and major Silicon Valley industries may
influence how VR worlds are conceived and experienced by users
while also exploring the mechanisms that create the immersive
experience that underpins interest in the medium.
In this short book, Evans interrogates the implications of VR's
re-emergence into the media mainstream, critiquing the notion of a
VR revolution by analysing the development and ownership of VR
companies while also exploring the possibilities of immersion in VR
and the importance of immersion in the interest and ownership of VR
enterprises. He assesses how the ideologies and desires of both
computer programmers and major Silicon Valley industries may
influence how VR worlds are conceived and experienced by users
while also exploring the mechanisms that create the immersive
experience that underpins interest in the medium.
In cities around the world, digital technologies are utilized to
manage city services and infrastructures, to govern urban life, to
solve urban issues and to drive local and regional economies. While
"smart city" advocates are keen to promote the benefits of smart
urbanism - increased efficiency, sustainability, resilience,
competitiveness, safety and security - critics point to the
negative effects, such as the production of technocratic
governance, the corporatization of urban services, technological
lock-ins, privacy harms and vulnerability to cyberattack. This
book, through a range of international case studies, suggests
social, political and practical interventions that would enable
more equitable and just smart cities, reaping the benefits of smart
city initiatives while minimizing some of their perils. Included
are case studies from Ireland, the United States of America,
Colombia, the Netherlands, Singapore, India and the United Kingdom.
These chapters discuss a range of issues including political
economy, citizenship, standards, testbedding, urban regeneration,
ethics, surveillance, privacy and cybersecurity. This book will be
of interest to urban policymakers, as well as researchers in
Regional Studies and Urban Planning.
In cities around the world, digital technologies are utilized to
manage city services and infrastructures, to govern urban life, to
solve urban issues and to drive local and regional economies. While
"smart city" advocates are keen to promote the benefits of smart
urbanism - increased efficiency, sustainability, resilience,
competitiveness, safety and security - critics point to the
negative effects, such as the production of technocratic
governance, the corporatization of urban services, technological
lock-ins, privacy harms and vulnerability to cyberattack. This
book, through a range of international case studies, suggests
social, political and practical interventions that would enable
more equitable and just smart cities, reaping the benefits of smart
city initiatives while minimizing some of their perils. Included
are case studies from Ireland, the United States of America,
Colombia, the Netherlands, Singapore, India and the United Kingdom.
These chapters discuss a range of issues including political
economy, citizenship, standards, testbedding, urban regeneration,
ethics, surveillance, privacy and cybersecurity. This book will be
of interest to urban policymakers, as well as researchers in
Regional Studies and Urban Planning.
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. The ubiquity of digital media correlates with a mounting
body of work that considers the part digital technologies, such as
video games, play in the lives of children. Consequently,
commentators have deliberated the effects of rising levels of
screen time and the association of this trend with antisocial
behaviour, mental health-related problems, and the interference of
family life. Yet, recent studies have demonstrated that the
intergenerational play of video games can in fact strengthen
familial connections by facilitating communication between adults,
and children, and allowing adolescents to experiment with a range
of roles. Research on intergeneration play, however, has tended to
focus on video games played within the domestic sphere. In
contrast, Locative games, such as Pokémon Go involve players
physically interacting and moving through their surroundings.
Through an original study of Pokémon Go this book extends
developing research on intergenerational play to the field of
locative games.
This book extends current understandings of the effects of using
locative social media on spatiality, the experience of time and
identity. This is a pertinent and timely topic given the increase
in opportunities people now have to explicitly and implicitly share
their location through digital and mobile technologies. There is a
growing body of research on locative media, much of this literature
has concentrated on spatial issues. Research here has explored how
locative media and location-based social media (LBSN) are used to
communicate and coordinate social interactions in public space,
affecting how people approach their surroundings, turning ordinary
life "into a game", and altering how mobile media is involved in
understanding the world. This book offers a critical analysis of
the effect of usage of locative social media on identity through an
engagement with the current literature on spatiality, a novel
critical investigation of the temporal effects of LBSN use and a
view of identity as influenced by the spatio-temporal effects of
interacting with place through LBSN. Drawing on phenomenology,
post-phenomenology and critical theory on social and locative
media, alongside established sociological frameworks for
approaching spatiality and the city, it presents a comprehensive
account of the effects of LBSN and locative media use.
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