Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Atomic actions -- molecular experience: theory of pervasive gaming
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In this paper we chart how pervasive games emerge from the intersection of two long-standing cultural trends, the increasing blurring of fact and fiction in media culture, and the movements struggling over public space. During the past few decades a third trend has given a new meaning to media fabrication and street cultures: the rise of ludus in the society through maturation of the gamer generations. As more and more activities are perceived as games in the contemporary society, fabricated media expression and performative sports pave the way for a new way of gaming. Born in the junction of playful, ordinary and fabricated, pervasive games toy with conventions and configurations of contemporary media.