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Looking for an approachable introduction to media studies? This lively text will tell you everything you need to know using a practical industry-text-audience trio to frame your understanding.
From Microverse to Metaverse: Modelling the Future through Today's Virtual Worlds analyzes the political economy of emerging tech with the mechanisms of identity and behavioral constraints involved to map what a metaverse might be like, whether it can happen, and just why some companies seem so determined to make it happen.
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries may influence how VR worlds are conceived and experienced by users while also exploring the mechanisms that create the immersive experience that underpins interest in the medium.
This volume contains an Open Access Chapter. Offering a comprehensive and research-oriented survey of the complexities of VR gaming, emphasising immersion, embodiment, and player presence.
This book offers a critical analysis of the effect of usage of locative social media on the perceptions and phenomenal experience of lived in spaces and places. Drawing on users accounts of location-based social networking, a digital post-phenomenology of place is developed to explain how place is mediated in the digital age.
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 h...
In cities around the world, digital technologies are utilized to manage city services and infrastructures, to govern urban life, to solve urban issues and to drive local and regional economies. While "smart city" advocates are keen to promote the benefits of smart urbanism – increased efficiency, sustainability, resilience, competitiveness, safety and security – critics point to the negative effects, such as the production of technocratic governance, the corporatization of urban services, technological lock-ins, privacy harms and vulnerability to cyberattack. This book, through a range of international case studies, suggests social, political and practical interventions that would enable...
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.