Gaming in Social, Locative and Mobile Media

Authors: Hjorth, L., Richardson, I.

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About this book

Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

About the authors

Larissa Hjorth is an artist, digital ethnographer and Professor in the Games Programs, School of Media and Communication, RMIT University, Australia. She is co-director of RMIT's Digital Ethnography Research Centre (DERC) with Heather Horst. Since 2000, Hjorth has been researching the gendered and socio-cultural dimensions of mobile, social, locative and gaming cultures in the Asia–Pacific. These studies are outlined in her books, Mobile Media in the Asia-Pacific (2009), Games and Gaming (2010), Online@AsiaPacific: Mobile, Social and Locative in the Asia–Pacific Region (with Michael Arnold, 2013), and Understanding Digital Media in the Age of Social Networking (with Sam Hinton, 2013).

Ingrid Richardson is Associate Professor in Digital Media at Murdoch University, Western Australia. She has a broad interest in the 'human-technology relation', and has published 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.

Reviews

"Hjorth and Richardson have given us a groundbreaking look at the world of social, locative, and mobile gaming. They present a fascinating range of stories tracking these new forms of everyday play across the globe. A must read for anyone interested in the critical and social aspects of contemporary gaming and technology." - T.L. Taylor, Associate Professor, MIT, USA

"Using a diverse pool of methods, locations, and cases, Hjorth and Richardson provide a robust picture of the interaction and codependent nature of social, mobile, and locative gaming in multiple contexts. Not only does this work utilize electronic means of social and locative games, but on-ground games such as Parkour and fantasy sports teams are discussed in comparison. In doing so, our experience in play is highlighted as a natural part of life and how our technology shifts the execution of our playful nature. For games, this representation of multiple cultural perspectives through a triangulation of research efforts adds a robust extension of prior work in the field of mobile gaming." - Robin Haislett, Weber State University, USA


Table of contents (11 chapters)

  • Introduction

    Hjorth, Larissa (et al.)

    Pages 1-14

  • The Histories of Mobile Media and Mobile Gaming

    Hjorth, Larissa (et al.)

    Pages 17-29

  • Locating the Mobile: The Unruly and Ambiguous Rise of Mobile Gaming

    Hjorth, Larissa (et al.)

    Pages 30-42

  • Reconceptualising Casual Play

    Hjorth, Larissa (et al.)

    Pages 43-55

  • Ambient Play

    Hjorth, Larissa (et al.)

    Pages 59-75

Buy this book

eBook $59.99
price for USA
  • The eBook version of this title will be available soon
  • ISBN 978-1-137-30142-0
  • Digitally watermarked, DRM-free
  • Included format:
  • ebooks can be used on all reading devices
  • Download immediately after purchase
Hardcover $85.00
price for USA
  • ISBN 978-1-137-30141-3
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover $80.00
price for USA
  • ISBN 978-1-349-45353-5
  • Free shipping for individuals worldwide
  • This title is currently reprinting. You can pre-order your copy now.

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Bibliographic Information

Bibliographic Information
Book Title
Gaming in Social, Locative and Mobile Media
Authors
Copyright
2014
Publisher
Palgrave Macmillan UK
Copyright Holder
Palgrave Macmillan, a division of Macmillan Publishers Limited
eBook ISBN
978-1-137-30142-0
DOI
10.1057/9781137301420
Hardcover ISBN
978-1-137-30141-3
Softcover ISBN
978-1-349-45353-5
Edition Number
1
Number of Pages
VII, 180
Topics