Digital Cityscapes


Book Description

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.




Hybrid Play


Book Description

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.




Gated Communities and the Digital Polis


Book Description

This edited collection provides an alternative discourse on cities evolving with physically and virtually networked communities—the ‘digital polis’—and offers a variety of perspectives from the humanities, media studies, geography, architecture, and urban studies. As an emergent concept that encompasses research and practice, the digital polis is oriented toward a counter-mapping of the digital cityscape beyond policing and gatekeeping in physical and virtual gated communities. Considering the digital polis as offering potential for active support of socially just and politically inclusive urban circumstances in ways that mirror the Greek polis, our attention is drawn towards the interweaving of the development of digital technology, urban space, and social dynamics. The four parts of this book address the formation of technosocial subjectivity, real-and-virtual combined urbanity, the spatial dimensions of digital exclusion and inclusion, and the prospect of emancipatory and empowering digital citizens. Individual chapters cover varied topics on digital feminism, data activism, networked individualism, digital commons, real-virtual communalism, the post-family imagination, digital fortress cities, rights to the smart city, online foodscapes, and open-source urbanism across the globe. Contributors explore the following questions: what developments can be found over recent decades in both physical and virtual communities such as cyberspace, and what will our urban future be like? What is the ‘digital polis’ and what kinds of new subjectivity does it produce? How does digital technology, as well as its virtuality, reshape the city and our spatial awareness of it? What kinds of exclusion and cooperation are at work in communities and spaces in the digital age? Each chapter responds to these questions in its own way, navigating readers through routes toward the digital polis. Chapter "Introduction - The digital polis and its practices: Beyond gated communities" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.




Location-Based Gaming


Book Description

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.




Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality


Book Description

The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.




The Routledge Handbook of Mobilities


Book Description

The 21st century seems to be on the move, perhaps even more so than the last. With cheap travel, and more than two billion cars projected worldwide for 2030. And yet, all this mobility is happening incredibly unevenly, at different paces and intensities, with varying impacts and consequences to the extent that life on the move might be actually quite difficult to sustain environmentally, socially and ethically. As a result 'mobility' has become a keyword of the social sciences; delineating a new domain of concepts, approaches, methodologies and techniques which seek to understand the character and quality of these trends. This Handbook explores and critically evaluates the debates, approaches, controversies and methodologies, inherent to this rapidly expanding discipline. It brings together leading specialists from range of backgrounds and geographical regions to provide an authoritative and comprehensive overview of this field, conveying cutting edge research in an accessible way whilst giving detailed grounding in the evolution of past debates on mobilities. It illustrates disciplinary trends and pathways, from migration studies and transport history to communications research, featuring methodological innovations and developments and conceptual histories - from feminist theory to tourist studies. It explores the dominant figures of mobility, from children to soldiers and the mobility impaired; the disparate materialities of mobility such as flows of water and waste to the vectors of viruses; key infrastructures such as logistics systems to the informal services of megacity slums, and the important mobility events around which our world turns; from going on vacation to the commute, to the catastrophic disruption of mobility systems. The text is forward-thinking, projecting the future of mobilities as they might be lived, transformed and studied, and possibly, brought to an end. International in focus, the book transcends disciplinary and national boundaries to explore mobilities as they are understood from different perspectives, different fields, countries and standpoints. This is an invaluable resource for all those with an interest in mobility across disciplinary boundaries and areas of study.




Projected Cities


Book Description

In this illuminating and provocative survey, Stephen Barber examines the historical relationship between film and the urban landscape. Projected Cities looks with particular focus at the cinema of Europe and Japan, two closely linked cinematic cultures which have been foremost in the use of urban imagery, to reveal elements of culture, architecture and history. By examining this imagery, especially at moments of turmoil and experimentation, the author reveals how cinema has used images of cities to influence our perception of everything from history to the human body, and how cinematic images of cities have been fundamental to the ways in which the city has been imagined, formulated and remembered. The book goes on to assess the impact of media culture on the status of film and cinema spaces, and concludes by considering digital renderings of the modern city. Projected Cities will appeal to all readers engaged with the city, film and contemporary culture.




Gaming in Social, Locative and Mobile Media


Book Description

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.




Games and Play in the Creative, Smart and Ecological City


Book Description

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