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Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.
Human Geography. --- Computer games—Programming. --- Culture. --- Technology. --- Sociology, Urban. --- Technology—Sociological aspects. --- Digital media. --- Game Development. --- Culture and Technology. --- Urban Studies/Sociology. --- Science and Technology Studies. --- Digital/New Media. --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Urban sociology --- Cities and towns --- Applied science --- Arts, Useful --- Science, Applied --- Useful arts --- Science --- Industrial arts --- Material culture --- Cultural sociology --- Culture --- Sociology of culture --- Civilization --- Popular culture --- Anthropo-geography --- Anthropogeography --- Geographical distribution of humans --- Social geography --- Anthropology --- Geography --- Human ecology --- Social aspects --- Computer games --- Technology --- Programming. --- Sociological aspects. --- Sociology of technology --- Sociology --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming
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Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.
Philosophy and psychology of culture --- Sociology of knowledge --- Sociology --- Higher education --- Pure sciences. Natural sciences --- Engineering sciences. Technology --- Mass communications --- Computer. Automation --- Environmental planning --- Social geography --- HO (hoger onderwijs) --- games --- ruimtelijke ordening --- Smart City --- sociologie --- sociale media --- smartphones --- mobiele netwerken --- cultuur --- steden --- technologie --- programmeren (informatica) --- wetenschappen
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This book outlines the various ways in which public libraries have become entangled in visions of the ‘smart city’, where densely networked, ubiquitous connectivity promises urban prosperity built on efficiency, innovation and new avenues for civic participation. Drawing on theoretical analysis and interviews with library professionals, policymakers, and users, it examines the inevitable tensions emerging when a public institution dedicated to universal access to knowledge and a shared public culture intersects with the technology-driven, entrepreneurialist ideals of the smart city.
Human Geography. --- Library science. --- Architecture. --- Library Science. --- Urban Geography / Urbanism (inc. megacities, cities, towns). --- Urbanism. --- Librarianship --- Library economy --- Bibliography --- Documentation --- Information science --- Architecture, Western (Western countries) --- Building design --- Buildings --- Construction --- Western architecture (Western countries) --- Art --- Building --- Anthropo-geography --- Anthropogeography --- Geographical distribution of humans --- Social geography --- Anthropology --- Geography --- Human ecology --- Design and construction --- Public libraries --- Smart cities. --- Urban renewal. --- Technological innovations. --- Model cities --- Renewal, Urban --- Urban redevelopment --- Urban renewal projects --- City planning --- Land use, Urban --- Urban policy --- Cities and towns --- County libraries --- Libraries, County --- Libraries --- Human geography. --- Urban geography. --- Urban planning. --- City planning. --- Civic planning --- Redevelopment, Urban --- Slum clearance --- Town planning --- Urban design --- Urban development --- Urban planning --- Land use --- Planning --- Art, Municipal --- Civic improvement --- Regional planning --- Urban renewal --- Government policy --- Management
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Electronic games --- Smart cities --- Sustainable urban development --- Technological innovations. --- Technological innovations. --- Technological innovations.
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This book outlines the various ways in which public libraries have become entangled in visions of the ‘smart city’, where densely networked, ubiquitous connectivity promises urban prosperity built on efficiency, innovation and new avenues for civic participation. Drawing on theoretical analysis and interviews with library professionals, policymakers, and users, it examines the inevitable tensions emerging when a public institution dedicated to universal access to knowledge and a shared public culture intersects with the technology-driven, entrepreneurialist ideals of the smart city.
Library management --- Environmental planning --- Architecture --- Social geography --- Economic geography --- ruimtelijke ordening --- Smart City --- architectuur --- bibliotheekwezen --- reizen
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This book looks at open data practices historically and from the perspective of those currently involved in advocating for making government data freely available. Based on interviews with practitioners, users and evangelists across three Australian-based case studies illustrating contemporary open data practices, this book discusses how open data has evolved, why certain barriers to openness exist and what the future of open data might look like. It highlights both the challenges and approaches to 'best practice' in government departments and agencies as they adapt to changing data ecosystems and public expectations around access, transparency, risk and responsible stewardship. Suneel Jethani is a Lecturer at the University of Technology Sydney. His research centers on embodied technology, datafication and issues of technology ethics, governance, and design. He is the author of The Politics and Possibilities of Self-Tracking (Emerald, 2021). Dale Leorke is a Senior Research Fellow at Tampere University, Finland. His research examines the impact of digital technologies on public space. His previous books include Location-based Gaming: Play in Public Space (Palgrave, 2018), Public Libraries in the Smart City (Palgrave, 2018) and Games and Play in the Creative, Smart and Ecological City (Routledge, 2020).
Sociology --- Social policy --- Higher education --- Ethnology. Cultural anthropology --- Pure sciences. Natural sciences --- Engineering sciences. Technology --- HO (hoger onderwijs) --- sociologie --- technologie --- welzijnsbeleid --- sociaal beleid --- antropologie --- wetenschappen
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Philosophy and psychology of culture --- Sociology of knowledge --- Sociology --- Higher education --- Pure sciences. Natural sciences --- Engineering sciences. Technology --- Mass communications --- Computer. Automation --- Environmental planning --- Social geography --- HO (hoger onderwijs) --- games --- ruimtelijke ordening --- Smart City --- sociologie --- sociale media --- smartphones --- mobiele netwerken --- cultuur --- steden --- technologie --- programmeren (informatica) --- wetenschappen
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Library management --- Environmental planning --- Architecture --- Social geography --- Economic geography --- ruimtelijke ordening --- Smart City --- architectuur --- bibliotheekwezen --- reizen
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Sociology --- Social policy --- Higher education --- Ethnology. Cultural anthropology --- Pure sciences. Natural sciences --- Engineering sciences. Technology --- HO (hoger onderwijs) --- sociologie --- technologie --- welzijnsbeleid --- sociaal beleid --- antropologie --- wetenschappen
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