Remediation: understanding new media
Remediation: understanding new media
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Mobile Connection: The Cell Phone's Impact on Society
The Mobile Connection: The Cell Phone's Impact on Society
Future-proofing advergaming: a systematisation for the media buyer
Proceedings of the second Australasian conference on Interactive entertainment
Design for emergence: experiments with a mixed reality urban playground game
Personal and Ubiquitous Computing
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Converging mediations of space in computer games and spatial navigation systems
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
'Timid encounters': a case study in the use of proximity-based mobile technologies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
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This article provides a historical overview of the development of urban, location-based, and hybrid-reality mobile games. It investigates the extent to which urban spaces have been used as playful spaces prior to the advent of mobile technologies to show how the concept of play has been enacted in urban spaces through three historical tropes of urbanity: first, the transformation of Baudelaireâ聙聶s fl脙¢neur into what Robert Luke (2006) calls the â聙聹phoneurâ聙聺; second, the idea of d脙©rive as used by situationist Guy D脙©bord; and last, the wall subculture called parkour. The authors present a classification of the major types of mobile games to date, addressing how they reenact this older meaning of play apparent within these former tropes of urbanity. With this approach, they hope to address two weaknesses in the current scholarshipâ聙聰namely, differentiating among a range of types of games mediated by mobile technologies and assessing the important effects of playful activities.