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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.
This book explores how smart cities enable new and playful ways for
citizens to experience, inhabit and socialise within urban
environments. It examines how the functionality of digital
technologies within municipal settings can extend beyond
environmental pragmatism and socio-economic concerns, to include
playful approaches to urban spaces that co-constitute and
reinvigorate the experience of place through location-based
applications and games. Chapters highlight the varied ways the
city, as both a conceptual and lived space, is changing because of
this confluence of technologies. The book also considers the extent
to which these transformations form an armature upon which more
playful approaches to the urban domain are emerging, while
exploring what effect these ludic formations might have on related
understandings of sociability. Smart Cities at Play: Technology and
Emerging Forms of Playfulness will be a key resource for scholars
and researchers of information technology, urban planning and
design, games and interactive media, human-centred and user-centred
design, human centred interaction, digital geography and sociology.
This book was originally published as a special issue of Behaviour
& Information Technology.
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.
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.
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