Location Based Gaming

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Location-Based Gaming

Author : Dale Leorke
Publisher : Springer
Page : 266 pages
File Size : 48,7 Mb
Release : 2018-06-29
Category : Social Science
ISBN : 9789811306839

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Location-Based Gaming by Dale Leorke Pdf

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 location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Location-Based Mobile Games

Author : Davide Spallazzo,Ilaria Mariani
Publisher : Springer
Page : 98 pages
File Size : 49,6 Mb
Release : 2018-02-21
Category : Computers
ISBN : 9783319752563

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Location-Based Mobile Games by Davide Spallazzo,Ilaria Mariani Pdf

This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Location-Based Mobile Games

Author : L. A. Lehmann
Publisher : GRIN Verlag
Page : 69 pages
File Size : 49,9 Mb
Release : 2012-02
Category : Computers
ISBN : 9783656113454

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Location-Based Mobile Games by L. A. Lehmann Pdf

Seminar paper from the year 2012 in the subject Computer Science - Internet, New Technologies, grade: 1.3, Technical University of Berlin, course: Service-centric Networking, language: English, abstract: In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread. This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games. Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.

Geography Education in the Digital World

Author : Nicola Walshe,Grace Healy
Publisher : Routledge
Page : 248 pages
File Size : 42,9 Mb
Release : 2020-10-07
Category : Education
ISBN : 9781000196702

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Geography Education in the Digital World by Nicola Walshe,Grace Healy Pdf

Geography Education in the Digital World draws on theory and practice to provide a critical exploration of the role and practice of geography education within the digital world. It considers how living within a digital world influences teacher identity and professionalism and is changing young people’s lives. The book moves beyond the applied perspective of educational technology to engage with wider social and ethical issues of technology implementation and use of digital data within geography education. Situated at the intersection between research and practice, chapters draw on a wide range of theory to consider the role, adoption and potential challenges of a range of digital technologies in furthering geographical education for future generations. Bringing together academics from the fields of geography, geography education and teacher education, the book engages with four key themes within the digital world: Professional practice and personal identities. Geographical sources and connections. Geospatial technologies. Geographical fieldwork. This is a crucial read for geographers, geography educators and geography teacher educators, as well as those engaging with existing and new technologies to support geographical learning in the dynamic context of the digital world. It will also be of interest to any students, academics and policymakers wanting to better understand the impact of digital media on education.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author : Marcin Wardaszko
Publisher : Akademia Leona Kozminskiego
Page : 687 pages
File Size : 43,6 Mb
Release : 2019-08-30
Category : Business & Economics
ISBN : 9788366502017

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SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES by Marcin Wardaszko Pdf

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

ECGBL2015-9th European Conference on Games Based Learning

Author : Robin Munkvold and Line Kolås
Publisher : Academic Conferences and publishing limited
Page : 826 pages
File Size : 45,8 Mb
Release : 2015-09-18
Category : Computers
ISBN : 9781910810583

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ECGBL2015-9th European Conference on Games Based Learning by Robin Munkvold and Line Kolås Pdf

Games and Play in the Creative, Smart and Ecological City

Author : Dale Leorke,Marcus Owens
Publisher : Routledge
Page : 242 pages
File Size : 53,7 Mb
Release : 2020-12-30
Category : Architecture
ISBN : 9781000217780

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Games and Play in the Creative, Smart and Ecological City by Dale Leorke,Marcus Owens Pdf

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 concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

Augmented Reality Games I

Author : Vladimir Geroimenko
Publisher : Springer
Page : 254 pages
File Size : 53,7 Mb
Release : 2019-05-10
Category : Computers
ISBN : 9783030156169

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Augmented Reality Games I by Vladimir Geroimenko Pdf

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.

Mobility and Locative Media

Author : Adriana de Souza e Silva,Mimi Sheller
Publisher : Routledge
Page : 289 pages
File Size : 47,8 Mb
Release : 2014-08-07
Category : Social Science
ISBN : 9781317677758

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Mobility and Locative Media by Adriana de Souza e Silva,Mimi Sheller Pdf

Mobilities has become an important framework to understand and analyze contemporary social, spatial, economic and political practices. Especially as mobile media become seamlessly integrated into transportation networks, navigating urban spaces, and connecting with social networks while on the move, researchers need new approaches and methods to bring together mobilities with mobile communication and locative media. Mobile communication scholars have focused on cell phones, often ignoring broader connections to urban spaces, geography, and locational media. As a result, they emphasized virtual mobility and personalized communication as a way of disconnecting from place, location and publics. The growing pervasiveness of location-aware technology urges us to rethink the intersection among location, mobile technologies and mobility. Few studies have addressed the many transformations taking place in mobile sociality and in urban spatial processes through the appropriation of these technologies. Chapter 12 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 3.0 license.

Exploring Videogames: Culture, Design and Identity

Author : Nick Webber,Daniel Riha
Publisher : BRILL
Page : 189 pages
File Size : 48,5 Mb
Release : 2019-01-04
Category : Social Science
ISBN : 9781848882409

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Exploring Videogames: Culture, Design and Identity by Nick Webber,Daniel Riha Pdf

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.

Interactivity, Game Creation, Design, Learning, and Innovation

Author : Anthony L. Brooks,Eva Brooks,Nikolas Vidakis
Publisher : Springer
Page : 532 pages
File Size : 52,9 Mb
Release : 2018-03-06
Category : Computers
ISBN : 9783319769080

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Interactivity, Game Creation, Design, Learning, and Innovation by Anthony L. Brooks,Eva Brooks,Nikolas Vidakis Pdf

This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Gaming and Gamers in Times of Pandemic

Author : Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski
Publisher : Bloomsbury Publishing USA
Page : 289 pages
File Size : 51,7 Mb
Release : 2024-01-11
Category : Computers
ISBN : 9798765110263

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Gaming and Gamers in Times of Pandemic by Piotr Siuda,Jakub Majewski,Krzysztof Chmielewski Pdf

This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.

Serious Games

Author : Minhua Ma,Bobbie Fletcher,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh
Publisher : Springer Nature
Page : 306 pages
File Size : 46,8 Mb
Release : 2020-10-27
Category : Computers
ISBN : 9783030618148

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Serious Games by Minhua Ma,Bobbie Fletcher,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh Pdf

This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing and much more.

The Second Offline

Author : Hidenori Tomita
Publisher : Springer Nature
Page : 264 pages
File Size : 50,6 Mb
Release : 2021-09-01
Category : Business & Economics
ISBN : 9789811624254

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The Second Offline by Hidenori Tomita Pdf

This book presents current research on mobile Internet society. Past research was not able to show a clear analytical framework, thus was unable to close in on the fundamental changes in that society. This book, however, analyzes mobile Internet society by introducing the concept of “doubling of time and place” and the analytical framework of the “second offline.” The emergence of the smartphone has made Internet use easier, and now, people are constantly using online information in the midst of their daily lives. Our society is transitioning from the first offline society, a society without being connected to Internet, to the second offline society, where users are connected to the Internet at all times. In this second offline society, our sense of time and place are beginning to change. Broadcast and communication media have made possible the overlapping of different places, which has been called the doubling of place. Furthermore, virtual reality (VR) and augmented reality (AR) technologies have enabled the overlap of different times, which this book calls the doubling of time. The smartphone makes both possible. With the second offline and the doubling of time and place as keywords, the book takes into consideration research that includes, among other topics, the media usage of young adults, selfies, education, social media usage, mobile games, work stations, and consumer activity in the mobile Internet society.