The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019)

2021 ◽  
Vol 13 (2) ◽  
pp. 219-222
Author(s):  
Jes Klass
Keyword(s):  

Review of: The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces, Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie (eds) (2019) Jefferson, NC: McFarland, 235 pp., ISBN 978-1-47667-413-1, p/bk, US$39.95

2017 ◽  
Vol 16 (1) ◽  
pp. 7-25 ◽  
Author(s):  
Tahrir Hamdi

Postcolonialism, profoundly influenced by the Palestinian scholar Edward Said, has until recently been oddly silent on Palestine, a topic that not only preoccupied Said's thinking and writing, but also inspired his theoretical ideas on imperialism, anti-colonial struggle and the worldliness and affiliations of the text and the critic. This theoretical silence on Palestine was, in fact, preceded by a historical, political, geographical, social and cultural contestation of all forms of Palestinian spaces that include not only dispossessing Palestinians of their land, but also building apartheid walls, destroying hundreds of thousands of olive trees, appropriating/stealing traditional Palestinian dishes and clothes, silencing Palestinian narratives and the Muslim call to prayer. This paper will argue that these contested spaces necessarily become sites of Palestinian cultural production, struggle and sumud.


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


Author(s):  
Alison LaGarry ◽  
Timothy Conder

This chapter, “How ‘Identity Play’ Protects White Privilege: A Meta-Ethnographic Methodological Test,” presents the findings of a 2013 meta-ethnographic analysis on White identity in preservice teachers (PSTs), as well as a methodological test of those findings in light of recent publications on Second-Wave White Teacher Identity Studies (SWWTIS). In the 2013 meta-ethnography, the authors first found a reciprocal argument in which the authors described similar tools or strategies by which White PSTs defended their own privilege. Through further reflexive interpretation, the authors then found a line of argument that situated the multiple theories used in the studies as contested spaces in a larger figured world of whiteness. In testing findings from 2013 against recently published studies on SWWTIS, the authors found that the earlier study anticipated a shift in thinking and theorizing within the field.


2021 ◽  
pp. 146144482110164
Author(s):  
Adriana de Souza e Silva ◽  
Ragan Glover-Rijkse ◽  
Anne Njathi ◽  
Daniela de Cunto Bueno

Pokémon Go is the most popular location-based game worldwide. As a location-based game, Pokémon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly around the world. Large metropoles in South America and Africa, for example, experience ingrained social, cultural, and economic inequalities. With this in mind, we interviewed Pokémon Go players in two Global South cities, Rio de Janeiro (Brazil) and Nairobi (Kenya), to understand how players navigate urban spaces not only based on gameplay but with broader concerns for safety. Our findings reveal that players negotiate their urban mobilities based on perceptions of risk and safety, choosing how to move around and avoiding areas known for violence and theft. These findings are relevant for understanding the social and political aspects of networked urban spaces as well as for investigating games as venues through which we can understand ordinary life, racial, gender, and socioeconomic inequalities.


Author(s):  
Samuel da Silva Oliveira ◽  
Guilherme Egle P. Lima Silva ◽  
Arthur C. Gorgonio ◽  
Cephas A. S. Barreto ◽  
Anne M. P. Canuto ◽  
...  
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