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Location-Based Gaming
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Location-Based Gaming : Play in Public Space

2019 ed.

Book Details

Format Hardback or Cased Book
ISBN-10 9811306826
ISBN-13 9789811306822
Edition 2019 ed.
Publisher Springer Verlag, Singapore
Imprint Springer Verlag, Singapore
Country of Manufacture SG
Country of Publication GB
Publication Date Jul 12th, 2018
Print length 266 Pages
Weight 488 grams
Dimensions 21.70 x 15.70 x 1.80 cms
Ksh 12,600.00
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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.
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.

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