Book chapter 982 views
Personalising the Urban: A Critical Account of Locative Media and the Digital Inscription of Place
Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures, Pages: 39 - 55
Swansea University Author: Leighton Evans
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DOI (Published version): 10.1007/978-3-030-06237-8_3
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...
Published in: | Mediated Identities in the Futures of Place: Emerging Practices and Spatial Cultures |
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ISBN: | 9783030062361 9783030062378 |
ISSN: | 2522-5529 2522-5537 |
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Cham
Springer International Publishing
2020
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URI: | https://cronfa.swan.ac.uk/Record/cronfa53479 |
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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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1763753470577344512 |
score |
11.037603 |