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Locating Ambient Play: Play, Wayfaring, Ambience, and Atmosphere Locating Ambient Play: Play, Wayfaring, Ambience, and Atmosphere
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Casual Gaming in Public: The Mobilization of Private Space Casual Gaming in Public: The Mobilization of Private Space
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Location-Based Mobile Games: Transforming Urban Environments Into Playspaces Location-Based Mobile Games: Transforming Urban Environments Into Playspaces
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Pokémon GO Pokémon GO
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Conclusion Conclusion
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References References
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8.3 Ambient Play: Understanding Mobile Games in Everyday Life
Get accessLarissa Hjorth is a distinguished professor at the Royal Melbourne Institute of Technology (RMIT). She is also an artist and digital ethnographer. Hjorth has two decades of experience working in cross-cultural, interdisciplinary, collaborative creative practice and socially innovative digital media research. She focuses on the exploration of intergenerational literacies around play and sociality. Hjorth is currently the Design & Creative Practice ECP Platform director at RMIT University. The platform focuses on interdisciplinary collaboration and creative solutions to real-world problems, especially in relation to aging well and careful and multisensorial methods. Hjorth is experienced in alternative ethnographic methods and knowledge exchange. She has authored Mobile Media in the Asia-Pacific (2009, Routledge), Games & Gaming (2010, Berg), Gaming in Social, Locative and Mobile Media (with Richardson; 2014, Palgrave), Haunting Hands (with K. Cumiskey; 2017, Oxford University Press), Digital Ethnography (with Pink, Horst, Postill, Lewis, and Tacchi; 2016, Sage), and Screen Ecologies (with Pink, Sharp, and Williams; 2016, MIT Press).
Ingrid Richardson is an associate professor of digital media and creative arts at Murdoch University, Western Australia. She has a broad interest in the human–technology relation and has published widely on topics such as scientific technovision, virtual and augmented reality, games, mobile media and small-screen practices, urban screens, remix culture, and Web-based content creation and distribution. She is co-editor of Studying Mobile Media: Cultural Technologies, Mobile Communication and the iPhone (2012, Routledge). She is also co-author of Gaming in Social, Locative and Mobile Media (2014, Palgrave) and Ambient Play (forthcoming, MIT Press).
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Published:02 April 2020
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Abstract
In this chapter the authors conceptualize the shifts in mobile gaming through two key rubrics—ambient play and digital wayfaring—that help to coalesce the multiple forms of domestic, casual, and urban play that constitute mobile gaming. In the first two sections the authors provide a definition of these two terms and then a short history of mobile casual gaming in terms of the mobilization of private space. This is followed by a discussion of pervasive games as vehicles for transforming urban environments into playspaces. The authors finish with a brief discussion of the Pokémon Go phenomenon in terms of what constitutes mobile gaming today.
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