Location-Based Gaming - Dale Leorke

Location-Based Gaming

Play in Public Space

(Autor)

Buch | Hardcover
266 Seiten
2018 | 1st ed. 2019
Springer Verlag, Singapore
978-981-13-0682-2 (ISBN)
85,59 inkl. MwSt
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.

Dale Leorke is a Postdoctoral Researcher at the Centre of Excellence in Game Culture Studies at the University of Tampere, Finland.

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.

Erscheinungsdatum
Zusatzinfo 26 Illustrations, black and white; XII, 266 p. 26 illus.
Verlagsort Singapore
Sprache englisch
Maße 148 x 210 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Naturwissenschaften Geowissenschaften Geografie / Kartografie
Sozialwissenschaften
ISBN-10 981-13-0682-6 / 9811306826
ISBN-13 978-981-13-0682-2 / 9789811306822
Zustand Neuware
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