- Series: Digital Formations (Book 57)
- Paperback: 372 pages
- Publisher: Peter Lang Inc., International Academic Publishers; First printing edition (July 28, 2009)
- Language: English
- ISBN-10: 1433105322
- ISBN-13: 978-1433105326
- Product Dimensions: 6.2 x 0.8 x 9.2 inches
- Shipping Weight: 15.2 ounces (View shipping rates and policies)
- Average Customer Review: 1 customer review
- Amazon Best Sellers Rank: #3,470,470 in Books (See Top 100 in Books)
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Digital Cityscapes: Merging Digital and Urban Playspaces (Digital Formations) First printing Edition
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The Amazon Book Review
Author interviews, book reviews, editors picks, and more. Read it now
«‘Digital Cityscapes’ offers a significant contribution to understanding the theory, design, and application of pervasive gaming. Recommended for critics, creators, and players alike.» (Ian Bogost, Associate Professor at Georgia Tech, and videogame researcher, critic, and designer)
«This admirably diverse and timely volume brings together leading theorists and practitioners with a wide range of disciplinary and geographical perspectives. Not only does it provide an invaluable introduction to the field of pervasive urban gaming, but it also shows why this work has consequences for many other areas of contemporary research and daily experience.» (Paul Dourish, Professor of Informatics, University of California, Irvine)
«Drawing the link between mobile devices and location-based gaming is long overdue. In this volume the editors bring together a powerful group of researchers to take on this task. The authors examine the theory, design, and the educational application as well as the social consequences and long term effects of this development. This is an excellent point of departure for those of us who are interested in this development.» (Rich Ling, Sociologist at the Telenor Research Institute, Norway, and Visiting Professor, IT University of Copenhagen)
About the Author
The Editors: Adriana de Souza e Silva is Assistant Professor in the Department of Communication at North Carolina State University (NCSU), and Director of the Mobile Gaming Research Lab. She is also a faculty member of the Science, Technology, and Society Program at NCSU. In 2004/2005, she was Senior Researcher at the UCLA Graduate School of Education and Information Studies at CRESST (Center for the Study of Evaluation). Dr. de Souza e Silva holds a Ph.D. in communication and culture from the Federal University of Rio de Janeiro, Brazil. From 2001-2004 she was a Visiting Scholar at the UCLA Department of Design / Media Arts. Her research focuses on how locative mobile interfaces change our relationship to space and create new social environments via media art and hybrid reality games.
Daniel M. Sutko is a doctoral student in the Communication, Rhetoric, and Digital Media Program at North Carolina State University, where he earned his M.S. in Communication. His research interests include cultural studies, technology and social practices, and the rhetoric of technology. He teaches media history and theory in the Department of Communication and is a research assistant in the NCSU Mobile Gaming Research Lab. His current projects examine how social space is shaped and governed through locative media and disaster management communication technologies.
Top customer reviews
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Consciensiously edited and introduced by Adriana de Souza e Silva and Daniel M. Sutko of the Department of Communication and the Communication, Rhetoric and Digital Media Program at the University of South Carolina, this entertaining and sometimes demanding volume offers a collection of eighteen excellent articles by engaged, insightful authors from the USA, European and Nordic countries such as the UK, Finland, Sweden, the Netherlands, Germany, France, Spain, Greece and others from as far away as Japan and Australia.
As readers we quickly ingest an intensive and very useful introduction to the field as a developing whole, and become rapidly aware of the extent to which active participation in developing and playing games of this kind, coupled with theoretical reflections on these hands-on experiences, is fuelling truly innovative research into how they best may be conceptualised, structured and function in practice in the future.
As the two volume editors point out in their introduction, `location aware' games seem to have a considerable potential to motivate more particpatory forms of game design in relation to more traditional digital game forms. They also note that, due to their participation-inducing characterisics, LMBG's, rather than acting as `centralised' social networks around which communities will come to cohere, may well turn out to be 'global gameplay engines' that facilitate the linking together, expansion and development of, increasingly complex and rich relationships between preexisisting local or dispersed communities.
In fact, we can easily understand by merely reading this volume how playing, reflecting and working together at a distance during the process of putting together this volume, itself has contributed to linking, expanding and developing relationships between a number of `preexisisting local or dispersed' micro-networks of excellence in the various countries mentioned above, who are clearly among the foremost pioneers in this exciting, innovative, inspiringly trans-disciplinary and `glocal' domain of contemporary game studies.