Abstract:Foursquare is a location-based social network (LBSN) that combines gaming elements with features conventionally associated with social networking sites (SNSs). Following two qualitative studies, the paper sets out to explore what impact this overlaying of physical environments with play has on everyday life and experiences of space and place. Drawing on early understandings of play (Caillois, 2001;Huizinga, 1992), alongside the flâneur (Benjamin, 1991) and 'phoneur' (Luke, 2006) as respective methods for conc… Show more
“…that enabled people to 'check-in' to share location with friends (Saker and Evans, 2016), and mobile games that used location information for gameplay (Frith, 2013;Licoppe and Inada, 2006). By 2018, it has become nearly impossible to even begin listing applications-or even types of applicationsthat use location to tailor information (Wilken and Goggin, 2015).…”
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets are specifically developed with MVR in mind, there is little to no research that situates this phenomenon within the continuum of MCS. The intention of this paper is accordingly twofold. First, the article conceptualizes MVR as a connective tissue between the two sequential tropes of MCS: physical distraction and spatial enhancement. Second, the article introduces the concept of ‘dislocated space’ as a way of understanding the embodied space MVR might configure.
“…that enabled people to 'check-in' to share location with friends (Saker and Evans, 2016), and mobile games that used location information for gameplay (Frith, 2013;Licoppe and Inada, 2006). By 2018, it has become nearly impossible to even begin listing applications-or even types of applicationsthat use location to tailor information (Wilken and Goggin, 2015).…”
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets are specifically developed with MVR in mind, there is little to no research that situates this phenomenon within the continuum of MCS. The intention of this paper is accordingly twofold. First, the article conceptualizes MVR as a connective tissue between the two sequential tropes of MCS: physical distraction and spatial enhancement. Second, the article introduces the concept of ‘dislocated space’ as a way of understanding the embodied space MVR might configure.
“…This could be an indicator of the phenomena described by Cerrone (2015) as the detachment of the spatial features and social activeness, which is being produced with social networks taking a major role. City understood as a hybrid space (where physical space is merged with the virtual realm [34], [35]) allows people to move freely in the virtual space with no time, space or income boundaries. Socioeconomic inequalities noted in the income distribution and service inequalities found in the physical distribution of venues are not present in the virtual realm, since activity patterns are independent from both.…”
During the recent years, the use of social media has become a popular way of establishing and maintaining social interaction and relationships. For those networks based on geolocation (LBSN), their link to the urban environment and physical space offer great possibilities in regard to the observation, research and description of such. This paper uses public data from Wapo, a location-based social network utilized by male homosexual users. A new methodology will be proposed, which aims to update Gates' gay index by focusing on the density of users and the profile pictures. These app usage data will be cross-referenced with objective static data indicators related to demography, and socioeconomic data to observe correspondences. Thus, this paper utilizes indicators extracted from Wapo as an alternative and complementary methodology to observe the distribution of creative areas under certain conditions. It is established a theoretical link between inequality and the feeling of comfort regarding the perception of tolerance. This relation is experimented through the content observation of profile pictures within the app and the quantitative proportion of explicit displays of identity. It is observed that density of users remains independent from any socio-economic indicator. However, mathematical discordances found in the tendencies about the number of active users and the proportion of explicit profile pictures finds correspondence with areas known as creative and gay-friendly and potential gentrification.
“…The app also allows "check-ins" for users who intend to state their presence in a specific venue. Originally Foursquare was designed to be used as a game, where users with most check-ins in one venue could earn badges and popularity [10]. While the Foursquare mobile app still allows users to check-in and review venues, the ludic component has been removed from the service.…”
This study will compare the results of measuring Urban Complexity using the Shannon-Wiener index in two different methods. Using a joint dataset retrieved from Foursquare API, we will measure the degree of urban complexity of every street: 1) relating every amenity to the closest street segment in a computational way and then applying the calculation to the segments; and 2) applying the calculation to every cell of a grid that will be combined with the street network afterwards. The selected case study is the city of London, and the dataset employed will be retrieved from Foursquare. Over 79,000 venues were collected and classified in over 660 categories. In order to proceed to the analysis, these 660 categories will be reduced to 10 based on the classification of activities observed in the public space from the traditional urban discipline. Then the urban complexity index of each street segment of London will be measured as a simultaneous calculation of the density and diversity of collected and classified economic activities.
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