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Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place

Leighton Evans Orcid Logo, Michael Saker, Leighton Evans

Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures, Pages: 39 - 55

Swansea University Author: Leighton Evans Orcid Logo

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Abstract

Drawing on original qualitative research on both the seminal location-based social network (LBSN), Foursquare, and the hugely popular hybrid-reality game (HRG), Pokémon Go, the purpose of this chapter is to provide a historical and critical overview of the different ways in which people have utilise...

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Published in: Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures
ISBN: 9783030062361 9783030062378
ISSN: 2522-5529 2522-5537
Published: Cham Springer International Publishing 2020
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URI: https://cronfa.swan.ac.uk/Record/cronfa53479
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spelling 2020-02-10T10:02:18.3937462 v2 53479 2020-02-10 Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2020-02-10 AMED Drawing on original qualitative research on both the seminal location-based social network (LBSN), Foursquare, and the hugely popular hybrid-reality game (HRG), Pokémon Go, the purpose of this chapter is to provide a historical and critical overview of the different ways in which people have utilised these locative applications to enhance and personalise their experience of the urban. In doing so, we pay close attention to how the spatial impact of more recent HRGs can be contextualised through recourse to earlier LBSNs. This research advances along three lines. First, the research explores whether the underpinning game mechanics of these applications might lead participants to traverse their environment using modified routes. Second, the research explores whether participants frequent new places that they perhaps otherwise would not visit outside of both applications. Third, the research examines whether potentially reshaped mobilities are supported by the pleasure participants experience through locative play. It is the contention of this chapter that locative media has not simply enhanced space by making physical environments easier to navigate or more playful to interact with; more significantly, locative media has enabled people to personalise their experience of the urban through the digital inscription of place. This potentiality is commensurate with both older and newer forms of locative media. Book chapter Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures 39 55 Springer International Publishing Cham 9783030062361 9783030062378 2522-5529 2522-5537 1 1 2020 2020-01-01 10.1007/978-3-030-06237-8_3 http://dx.doi.org/10.1007/978-3-030-06237-8_3 COLLEGE NANME Media COLLEGE CODE AMED Swansea University 2020-02-10T10:02:18.3937462 2020-02-10T10:02:18.3937462 Leighton Evans 0000-0002-6875-6301 1 Michael Saker 2 Leighton Evans 3
title Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
spellingShingle Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
Leighton Evans
title_short Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
title_full Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
title_fullStr Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
title_full_unstemmed Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
title_sort Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Leighton Evans
author2 Leighton Evans
Michael Saker
Leighton Evans
format Book chapter
container_title Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures
container_start_page 39
publishDate 2020
institution Swansea University
isbn 9783030062361
9783030062378
issn 2522-5529
2522-5537
doi_str_mv 10.1007/978-3-030-06237-8_3
publisher Springer International Publishing
url http://dx.doi.org/10.1007/978-3-030-06237-8_3
document_store_str 0
active_str 0
description Drawing on original qualitative research on both the seminal location-based social network (LBSN), Foursquare, and the hugely popular hybrid-reality game (HRG), Pokémon Go, the purpose of this chapter is to provide a historical and critical overview of the different ways in which people have utilised these locative applications to enhance and personalise their experience of the urban. In doing so, we pay close attention to how the spatial impact of more recent HRGs can be contextualised through recourse to earlier LBSNs. This research advances along three lines. First, the research explores whether the underpinning game mechanics of these applications might lead participants to traverse their environment using modified routes. Second, the research explores whether participants frequent new places that they perhaps otherwise would not visit outside of both applications. Third, the research examines whether potentially reshaped mobilities are supported by the pleasure participants experience through locative play. It is the contention of this chapter that locative media has not simply enhanced space by making physical environments easier to navigate or more playful to interact with; more significantly, locative media has enabled people to personalise their experience of the urban through the digital inscription of place. This potentiality is commensurate with both older and newer forms of locative media.
published_date 2020-01-01T04:06:25Z
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