Our system is currently under heavy load due to increased usage. We're actively working on upgrades to improve performance. Thank you for your patience.
2020
DOI: 10.1145/3364997
|View full text |Cite
|
Sign up to set email alerts
|

Performing the Digital Self

Abstract: Expressions of territoriality have been positioned as one of the main reasons users alter their behaviors and perceptions of spatiality and sociality while engaging with location-based social networks (LBSN). Despite the potential for this interplay to further our understanding of LBSN usage in the context of identity, very little work has actually been done toward this. Addressing this gap in the literature is one of the chief aims of the article. Drawing on an original 6-week study with 42 participants utili… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
4
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
5
2

Relationship

1
6

Authors

Journals

citations
Cited by 32 publications
(10 citation statements)
references
References 53 publications
(37 reference statements)
0
4
0
Order By: Relevance
“…Although constraints are those aspects that hinder preferences and behavior, we have also identified important enablers, those aspects that sustain player preferences and behavior. Thus, the practical application of our study is that game designers could borrow from the strength of our qualitative study and utilize our qualitative mapping method in a diagnostic manner to design involvement type strategies within exergames to help support different player identifications [5,6,20].…”
Section: Key Findingsmentioning
confidence: 99%
See 3 more Smart Citations
“…Although constraints are those aspects that hinder preferences and behavior, we have also identified important enablers, those aspects that sustain player preferences and behavior. Thus, the practical application of our study is that game designers could borrow from the strength of our qualitative study and utilize our qualitative mapping method in a diagnostic manner to design involvement type strategies within exergames to help support different player identifications [5,6,20].…”
Section: Key Findingsmentioning
confidence: 99%
“…This could be further reinforced by Niantic having an online quality presence that continually visibly associates the franchise to the brand, as well as promoting the Niantic brand and its mission at forthcoming sponsored HPWU or PGO events. AR in both HPWU and PGO provides an altered reality making it a memorable experience [17,58], but this can be experienced differently by how a player may wish or desire to be viewed or portrayed to others [5,20,59]. For example, patterns between involvement factors, show sign-value and attraction to be interesting findings to discuss together in more detail.…”
Section: An Actionable Game Design Strategy Using Player Involvementmentioning
confidence: 99%
See 2 more Smart Citations
“…For example, LBGs are explictly social experiences that rely on interacting with physical locations [13,26]. Prior to the pandemic LBGs encouraged inperson social gameplay [43,81,90], required players to play in physical environments [73,80,92], and had high mobility requirements [27]. COVID-19 directly impacted these behaviors, forcing players to remain indoors.…”
Section: Introductionmentioning
confidence: 99%