2011
DOI: 10.1177/1354856511414797
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The hybrid ontology of mobile gaming

Abstract: This paper examines the hybrid ontologies that typify networked and mobile location-based games, exploring some of the phenomenological, embodied or somatic aspects of the practices and perceptions of 'mixed reality' game-play. In particular, it focuses on the potential cultural and corporeal effects of mobile gaming since the introduction of the iPhone and subsequent touchscreens, and the specific technosomatic arrangements such devices demand in everyday life. Mobile media and game-play in both urban and dom… Show more

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Cited by 30 publications
(29 citation statements)
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“…In essence, what de Freitasa and Griffiths (2008), Richardson (2011), and others are addressing is the relationship between convergent media and the obfuscation of the traditional/hardcore versus mobile/casual dichotomy discussed by Coulton et al Moore (2011) suggests that mobile media now challenge the notion of the 'magic circle' (Huizinga 1955) which forms a clear boundary for formalized game play:…”
Section: Mmorpgs Convergence and Smartphonesmentioning
confidence: 95%
See 1 more Smart Citation
“…In essence, what de Freitasa and Griffiths (2008), Richardson (2011), and others are addressing is the relationship between convergent media and the obfuscation of the traditional/hardcore versus mobile/casual dichotomy discussed by Coulton et al Moore (2011) suggests that mobile media now challenge the notion of the 'magic circle' (Huizinga 1955) which forms a clear boundary for formalized game play:…”
Section: Mmorpgs Convergence and Smartphonesmentioning
confidence: 95%
“…Key to this process is an understanding of the complex socio-technical implications of convergence. Summarizing the work of Jenkins (2006), Richardson (2011) writes that convergence needs to be understood as a term used to describe technological change and the interplay between old/traditional and 'new' media. More importantly, Richardson goes on to note that convergence is both a 'dynamic' and 'unstable' process where 'differing modes of engaging with the same or similar content intersect in complex ways' and that 'the remediation of older forms of media into newer and mobile devices is a process of dynamic interplay between medium specificity and convergence, complexly embedded in the usability and intuitiveness of the interface' (421).…”
Section: Mmorpgs Convergence and Smartphonesmentioning
confidence: 99%
“…Indeed, with today's mobile technologies, the use of the Internet is not only circumscribed to gazing into a domestic computer monitor. Instead, the proliferation of mobile media blur the boundaries of online and offline modes of interaction (Richardson 2011;Moores 2012). Subsequently, Web Vaike Fors pages, applications, and other platforms we might engage with online "are not simply bounded visual landscapes that can be sensed as virtual places.…”
Section: Sensory Emplaced Learning In Relation To Mediamentioning
confidence: 98%
“…Spatial expansion is an intrinsic quality in pervasive games [1], which may take place both in physical and virtual arenas and span through the globe [28]. The characteristics of space, location or "hybrid space" [31] become even more meaningful when pervasive games are location based. We suggest there is a gap in knowledge on the role of spatial realism of virtual scenes in the context of pervasive games and particularly at the point of transition between the two realms, physical and virtual.…”
Section: B Memorability Presence and Immersionmentioning
confidence: 99%