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Location-Based Gaming
  • Language: en
  • Pages: 272

Location-Based Gaming

  • Type: Book
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  • Published: 2018-06-29
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  • Publisher: Springer

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 loc...

Making Smart Cities More Playable
  • Language: en
  • Pages: 374

Making Smart Cities More Playable

  • Type: Book
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  • Published: 2019-07-23
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  • Publisher: Springer

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

Public Libraries in the Smart City
  • Language: en
  • Pages: 142

Public Libraries in the Smart City

  • Type: Book
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  • Published: 2018-10-10
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  • Publisher: Springer

Far from heralding their demise, digital technologies have lead to a dramatic transformation of the public library. Around the world, libraries have reinvented themselves as networked hubs, community centres, innovation labs, and makerspaces. Coupling striking architectural design with attention to ambience and comfort, libraries have signaled their desire to be seen as both engines of innovation and creative production, and hearts of community life. This book argues that the library’s transformation is deeply connected to a broader project of urban redevelopment and the transition to a knowledge economy. In particular, libraries have become entangled in visions of the smart city, where densely networked, ubiquitous connectivity promises urban prosperity built on efficiency, innovation, and new avenues for civic participation. Drawing on theoretical analysis and interviews with library professionals, policymakers, and users, this book examines the inevitable tensions emerging when a public institution dedicated to universal access to knowledge and a shared public culture intersects with the technology-driven, entrepreneurialist ideals of the smart city.

Exploring Videogames: Culture, Design and Identity
  • Language: en
  • Pages: 189

Exploring Videogames: Culture, Design and Identity

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Augmented Reality Games I
  • Language: en
  • Pages: 260

Augmented Reality Games I

  • Type: Book
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  • Published: 2019-05-10
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  • Publisher: Springer

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Games and Play in the Creative, Smart and Ecological City
  • Language: en
  • Pages: 255

Games and Play in the Creative, Smart and Ecological City

  • Type: Book
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  • Published: 2020-12-30
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  • Publisher: Routledge

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...

Postdramatic Theatre and the Political
  • Language: en
  • Pages: 427

Postdramatic Theatre and the Political

  • Type: Book
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  • Published: 2013-12-19
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  • Publisher: A&C Black

Is postdramatic theatre political and if so how? How does it relate to Brecht's ideas of political theatre, for example? How can we account for the relationship between aesthetics and politics in new forms of theatre, playwriting, and performance? The chapters in this book discuss crucial aspects of the issues raised by the postdramatic turn in theatre in the late twentieth and early twenty-first century: the status of the audience and modes of spectatorship in postdramatic theatre; the political claims of postdramatic theatre; postdramatic theatre's ongoing relationship with the dramatic tradition; its dialectical qualities, or its eschewing of the dialectic; questions of representation and...

The Library as Playground
  • Language: en
  • Pages: 165

The Library as Playground

Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their ...

Games and Play in the Creative, Smart and Ecological City
  • Language: en
  • Pages: 281

Games and Play in the Creative, Smart and Ecological City

  • Type: Book
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  • Published: 2020-12-30
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  • Publisher: Routledge

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...

Big Digital Humanities
  • Language: en
  • Pages: 301

Big Digital Humanities

An omnibus study of Digital Humanities and the rising opportunities for progress in this evolving field