Lesser-known worlds : bridging the telematic flows with located human experience through game design
Polson, Debra & Caceres, Marcos (2007) Lesser-known worlds : bridging the telematic flows with located human experience through game design. In de Castell, Suzanne & Jenson, Jennifer (Eds.) Worlds in Play. International Perspectives on Digital Games Research. Peter Lang Publishing Group, New York.
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This paper represents a new theorization of the role of location-based games (LBGs) as potentially playing specific roles in peoples’ access to the culture of cities . A LBG is a game that employs mobile technologies as tools for game play in real world environments. We argue that as a new genre in the field of mobile entertainment, research in this area tends to be preoccupied with the newness of the technology and its commercial possibilities. However, this overlooks its potential to contribute to cultural production. We argue that the potential to contribute to cultural production lies in the capacity of these experiences to enhance relationships between specific groups and new urban spaces. Given that developers can design LBGs to be played with everyday devices in everyday environments, what new creative opportunities are available to everyday people?
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|Item Type:||Book Chapter|
|Additional Information:||Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»|
|Keywords:||Location-Based Games, Serious Games, Mobile Technologies, Information Communications Technologies, Design|
|Subjects:||Australian and New Zealand Standard Research Classification > BUILT ENVIRONMENT AND DESIGN (120000) > DESIGN PRACTICE AND MANAGEMENT (120300)|
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > OTHER INFORMATION AND COMPUTING SCIENCES (089900)
Australian and New Zealand Standard Research Classification > STUDIES IN CREATIVE ARTS AND WRITING (190000) > FILM TELEVISION AND DIGITAL MEDIA (190200)
Australian and New Zealand Standard Research Classification > TECHNOLOGY (100000) > COMMUNICATIONS TECHNOLOGIES (100500)
|Divisions:||Past > Disciplines > Art & Design|
Current > QUT Faculties and Divisions > Creative Industries Faculty
Past > Institutes > Institute for Creative Industries and Innovation
|Copyright Owner:||Copyright 2007 Peter Lang Publishing Group|
|Deposited On:||02 Jul 2009 11:36|
|Last Modified:||09 Jun 2010 23:53|
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