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Location-Based Gaming = Play in Publ...
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Location-Based Gaming = Play in Public Space /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Location-Based Gaming/ by Dale Leorke.
Reminder of title:
Play in Public Space /
Author:
Leorke, Dale.
Description:
XII, 266 p. 26 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Human geography. -
Online resource:
https://doi.org/10.1007/978-981-13-0683-9
ISBN:
9789811306839
Location-Based Gaming = Play in Public Space /
Leorke, Dale.
Location-Based Gaming
Play in Public Space /[electronic resource] :by Dale Leorke. - 1st ed. 2019. - XII, 266 p. 26 illus.online resource.
1. Introduction -- Part One: Discourses and Ideologies -- 2. A Definition and Brief History of Location-based Games (2001-8) -- 3. ‘The City Becomes the Game’s Playground’: Discursive Claims -- Part Two: The App Ecology -- 4. Location-based Gaming’s Second Phase (2008 – present) -- 5: Location-based Gaming Apps and the Labour of Play -- Part 3: City-funded Location-based Games -- 6. Urban Policy and Participatory Planning Location-based Games -- 7. Wayfinding and Codemaking in the City of Melbourne -- 8. Conclusion.
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.
ISBN: 9789811306839
Standard No.: 10.1007/978-981-13-0683-9doiSubjects--Topical Terms:
571437
Human geography.
LC Class. No.: GF1-900
Dewey Class. No.: 304.2
Location-Based Gaming = Play in Public Space /
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1. Introduction -- Part One: Discourses and Ideologies -- 2. A Definition and Brief History of Location-based Games (2001-8) -- 3. ‘The City Becomes the Game’s Playground’: Discursive Claims -- Part Two: The App Ecology -- 4. Location-based Gaming’s Second Phase (2008 – present) -- 5: Location-based Gaming Apps and the Labour of Play -- Part 3: City-funded Location-based Games -- 6. Urban Policy and Participatory Planning Location-based Games -- 7. Wayfinding and Codemaking in the City of Melbourne -- 8. Conclusion.
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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 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.
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