Gaming in Social, Locative and Mobile Media

by ;
Format: Hardcover
Pub. Date: 2014-05-29
Publisher(s): Palgrave Macmillan
  • Free Shipping Icon

    Free Shipping On Orders Over $35

    Your order must be $35 or more to qualify for free economy shipping. Marketplace items, eBooks and apparel do not qualify towards the $35 purchase minimum.

  • eCampus.com Device Compatibility Matrix

    Click the device icon to install or view instructions

    Apple iOS | iPad, iPhone, iPod
    Apple iOS | iPad, iPhone, iPod
    Android Devices | Android Tables & Phones OS 2.2 or higher | *Kindle Fire
    Android Devices | Android Tables & Phones OS 2.2 or higher | *Kindle Fire
    Windows 10 / 8 / 7 / Vista / XP
    Windows 10 / 8 / 7 / Vista / XP
    Mac OS X | **iMac / Macbook
    Mac OS X | **iMac / Macbook
    Enjoy offline reading with these devices
    Apple Devices
    Android Devices
    Windows Devices
    Mac Devices
    iPad, iPhone, iPod
    Our reader is compatible
     
     
     
    Android 2.2 +
     
    Our reader is compatible
     
     
    Kindle Fire
     
    Our reader is compatible
     
     
    Windows
    10 / 8 / 7 / Vista / XP
     
     
    Our reader is compatible
     
    Mac
     
     
     
    Our reader is compatible
List Price: $119.99

Buy New

Usually Ships in 8 - 10 Business Days.
$119.87

Rent Textbook

Select for Price
There was a problem. Please try again later.

Rent Digital

Rent Digital Options
Online:30 Days access
Downloadable:30 Days
$19.80
Online:60 Days access
Downloadable:60 Days
$26.40
Online:90 Days access
Downloadable:90 Days
$33.00
Online:120 Days access
Downloadable:120 Days
$39.60
Online:180 Days access
Downloadable:180 Days
$42.90
Online:1825 Days access
Downloadable:Lifetime Access
$65.99
*To support the delivery of the digital material to you, a digital delivery fee of $3.99 will be charged on each digital item.
$42.90*

Used Textbook

We're Sorry
Sold Out

How Marketplace Works:

  • This item is offered by an independent seller and not shipped from our warehouse
  • Item details like edition and cover design may differ from our description; see seller's comments before ordering.
  • Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
  • Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
  • Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.

Summary

The convergence of online social media, location-based services, mobile apps and games is transforming the way we communicate with each other and participate in media spaces. Gaming in Social, Locative and Mobile Media explores this complex dynamic of platforms and interfaces, reflecting on some of the social, personal and political dimensions of the 'playful turn' in contemporary culture. Drawing on ethnographic case studies across the Asia-Pacific region, Hjorth and Richardson consider how mobile social media are changing our experience of place, mobility, intimacy and sociality, both in the context of quotidian life and across geographic regions. Through the lens of everyday practices, and adapting a range of concepts and theoretical perspectives from media, communication and game studies, the authors think critically about how locative, mobile, social and 'playful' media are reshaping our experience of the world and ourselves as cultural beings.

Author Biography

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.

Table of Contents

1. Introduction: Social, Locative, and Mobile Media Gaming
PART I: MOBILE MEDIA GAMES
2. The Histories of Mobile Media and Mobile Gaming
3. Locating the Mobile: The Unruly and Ambiguous Rise of Mobile Gaming
4. Reconceptualising Casual Play
PART II: LOCATIVE MEDIA AND GAMES
5. Ambient Play
6. Locating the Game: Location-based services (LBS) and Playful Visualities
7. Co-presence Café Cultures: Kakao, Games, and Camera Phone Sharing in Seoul, South Korea
PART III: SOCIAL, LOCATIVE, AND MOBILE: NEW CARTOGRAPHIES OF GAMING AND PLAY
8. Social Media, Facebook games, and Fantasy Sport
9. Locating Home: Cross-generational Play and Co-presence
10. Games and Cultural Play
11. Beyond the Casual: Situating Ambient and Cultural Play



An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

Digital License

You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.

More details can be found here.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.