Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul

2018 ◽  
Vol 5 (1) ◽  
pp. 111-120
Author(s):  
Cemile Tokgöz ◽  
Burak Polat

Abstract Physical space has become intertwined with digital information with the escalatory development of information and communication technologies such as ubiquitous computing, mobile and wearable devices, GPS technology, wireless networks, smart city applications and augmented reality. The relationship between urban space and location-based technology has transformed everyday life practices; and one of these life practices is playing game. Location based mobile games (LBMGs) are being played on streets and provide interaction with urban environments. Mobile devices become the interface between the player and urban space, and players experience the urban through the game narrative. Nowadays, the most popular LBMGs are Ingress and Pokémon Go. Although the both games were created by the same company and configured on the same map, they arouse different effects. LBMGs have a great potential to shape gaming experiences thus researching different effects of Ingress and Pokémon Go hold an academic importance. The difference between these two games can only be revealed by participating in game communities and conducting a qualitative research. Because of that, this study is built on an ethnographic research about Ingress and Pokémon Go; and the results of the research revealed the importance of sociability. In this study, firstly, LBMGs are defined and the influences of these games on everyday life are discussed. Secondly, the differences and similarities are examined between Ingress and Pokémon Go according to the analysis obtained from participant observation and in-depth interviews. Finally, the importance of sociability is emphasized and foresights are provided in the light of research results to contribute to the game studies.

2020 ◽  
Vol 2 ◽  
pp. 63
Author(s):  
Douglas Carvalho Amorim ◽  
Luis Paulo Leopoldo Mercado

RESUMOA cibercultura permitiu repensarmos como as práticas pedagógicas em sala de aula são desenvolvidas. O advento da internet descentralizou o conhecimento de modo que houve aumento do acesso a ele em espaços distintos da escola. As tecnologias digitais da informação e comunicação (TDIC), a exemplo dos jogos digitais, podem contribuir em processos de aprendizagem e fazem parte do cotidiano dos estudantes estabelecendo espaços de convivência, mas são desconsideradas nas escolas. Neste artigo, investigamos as possibilidades e dasafios de uso do jogo digital Pokémon Go® em escolas da cidade de Maceió para a mediação do ensino de Biologia em um contexto de cibercultura e hibridismo tecnológico digital. A hipótese que sustentou o estudo foi que o jogo apresenta potencial para práticas de ensino de Biologia dentro e fora das escolas. A metodologia utilizada envolveu pesquisa qualitativa de caráter exploratório. Os participantes foram dois professores de Biologia, jogadores de Pokémon Go®. Os dados foram coletados por meio de entrevista semiestruturada e observação participante nas escolas em que os professores atuam. Foi utilizada a técnica da análise de conteúdo com auxilío do software Atlas Ti 7® para análise dos dados coletados. Como resultados, o jogo Pokémon Go® apresentou potencial para o ensino em contextos extraescolares, em espaços informais, sob mediação pedagógica dos professores, e demonstrou também que, dentro das escolas, desafios relacionados à gestão pedagógica, suporte tecnológio e dimensão espacial adequada ainda precisam ser superados.Palavras-chave: Pokémon Go®. Ensino. Cibercultura. Hibrismo tecnológico digital. Mediação pedagógica.ABSTRACTCyberculture allowed us to rethink how pedagogical practices in the classroom are used. The advance of the internet has decentralized the knowledge in a way that has increased access to it in different spaces of the school. As digital information and communication technologies (DICT), as the example of digital games, can contribute to learning processes and be part of the daily lives of students who establish living spaces, but are disregarded in schools. In this article, we investigate the possibilities and challenges of the use of the digital game Pokémon Go® in schools in the city of Maceió to mediate the teaching of Biology in a context of cyberculture and digital technological hybridity. The hypothesis that supported the study was that the game presents the potential for teaching Biology practices inside and outside schools. The methodology used involves qualitative research with exploratory design. The participants were two Biology teachers, players of Pokémon Go®. The data were collected through semi-structured interviews and participant observation in the schools where the teachers work. A content analysis technique with the aid of the Atlas Ti 7® software was used to analyze the collected data. As a result, the Pokémon Go® game presents the potential for teaching in the extra school contexts, in informal spaces under pedagogical mediation by teachers and the challenges within schools were related to pedagogical management, technological support and spatial dimensioning that need to be overcome.Keywords: Pokémon Go®. Teaching. Cyberculture. Digital technological hybridism. Pedagogical mediation.


2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Matthieu Nadini ◽  
Lorenzo Zino ◽  
Alessandro Rizzo ◽  
Maurizio Porfiri

Abstract Worldwide urbanization calls for a deeper understanding of epidemic spreading within urban environments. Here, we tackle this problem through an agent-based model, in which agents move in a two-dimensional physical space and interact according to proximity criteria. The planar space comprises several locations, which represent bounded regions of the urban space. Based on empirical evidence, we consider locations of different density and place them in a core-periphery structure, with higher density in the central areas and lower density in the peripheral ones. Each agent is assigned to a base location, which represents where their home is. Through analytical tools and numerical techniques, we study the formation mechanism of the network of contacts, which is characterized by the emergence of heterogeneous interaction patterns. We put forward an extensive simulation campaign to analyze the onset and evolution of contagious diseases spreading in the urban environment. Interestingly, we find that, in the presence of a core-periphery structure, the diffusion of the disease is not affected by the time agents spend inside their base location before leaving it, but it is influenced by their motion outside their base location: a strong tendency to return to the base location favors the spreading of the disease. A simplified one-dimensional version of the model is examined to gain analytical insight into the spreading process and support our numerical findings. Finally, we investigate the effectiveness of vaccination campaigns, supporting the intuition that vaccination in central and dense areas should be prioritized.


2019 ◽  
Vol 74 (2) ◽  
pp. 183-192 ◽  
Author(s):  
Nina Berding

Abstract. In everyday life, people will act pragmatically. Continuing their routines as they move through the urban space. To enable people to deal with the everyday complexities and diversity of everyday life, people develop routines to help simplify their existence. These daily routines contain distinctive processes and a certain “blasé attitude” to normal or trivial behavior. Using the example of my ethnographic research at Düsseldorf-Oberbilk it could be argued that this kind of behavior repertoire is crucial for successfully dealing with diversity and complexity of urban life.


2021 ◽  
Author(s):  
David Robert Colangelo

This dissertation describes, historicizes, theorizes, and deploys “massive media,” an emerging subset of technical assemblages that include large outdoor projections, programmable architectural façades, and urban screens. Massive media are massive in their size and subsequent visibility, but are also an agglomeration of media in their expressive screen and cinema-like qualities and their associated audio, interactive, and network capabilities. This dissertation finds that massive media enable and necessitate the development of new practices of expanded cinema, public data visualization, and new media art and curation that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image to support a more participatory public culture in which we identify and engage with collective presence, memory, and action through information, architecture, and the moving image. Through historical research, case studies, conversations with cultural producers, participant observation, and creation-as-research projects, large-scale public projections are shown to represent a new monumentality that can be better understood and evaluated using analytical tools from cinema studies, namely superimposition, montage, and apparatus/dispositif. Low-resolution LED façades, while sharing some of the functional and theoretical characteristics of projection, are shown to uniquely support an emerging practice of public data visualization and represent a more consistent embodiment of a hybrid and relational public sphere through a tighter coupling of information, architecture, and context. Programmable architectural façades, more than projections, embody the development of supermodernism in architecture where data-rich public spaces of identity, congregation, and contestation seek and find appropriate and consistent outlets in highly visible spatial assemblages of architecture and media. Finally, a curatorial approach to massive media is crucial in order to create suitable spaces and opportunities for the development of massive media as a legitimate art form. This requires the sustained provision of technical support and coordination as well as an ongoing negotiation with corporate, institutional, and civic owners and operators. While massive media exists primarily as a highly commercialized phenomenon, it can also be pressed into service, through coordinated curatorial and artistic efforts, to critique or co-opt commercialization, and to re-envision the role of urban media environments in shaping collective identity, historical consciousness, and public display culture.


2020 ◽  
Vol 30 (2) ◽  
pp. 181
Author(s):  
Cleopatriza Thonia Ruhulessin

This article aims to describe and explain how the philosophy of fi ra wali (in English: my sago my life) shapes the identity of Sentani people. The objective is to explain this notion (fi ra wali) features as the cultural identity of the Sentani people whichconstructed in everyday engagement (daily interactions) of the Sentani communities. Data for the study was obtained through  ethnographic research and phenomenology techniques including participant observation, interviews and literature study. Identity is usually constructed institutionally based on juridical and normative agreements collectively. This article reveals that identity can be constructed narratively, in daily interactions in society. Everyday angagement (daily life) gives birth to authentic experiences that are sacred in social relations, both in physical space and spiritual space of the Sentani people. Identity shapedfrom cosmic-cultural reality that exists in cosmology, is able to integrate society in sui generis (clans), in order to face modernization, which has caused social changes in Sentani society. This article concludes that the fi ra wali as a cultural identity has important contribution to deal with multicultural contexts.


2018 ◽  
Vol 40 (5) ◽  
pp. 1021-1038
Author(s):  
Nicole Lamb ◽  
Gerhard Hoffstaedter

AbstractOlder persons are among the most vulnerable of refugees seeking protection in Malaysia, yet seldom are they the focus of the work of the United Nations High Commissioner for Refugees, local charities or non-government organisations. In-depth ethnographic research with a group of older Chin women in Kuala Lumpur demonstrates both the vulnerability and resilience of older refugees in urban environments. Older refugees play a crucial role in sustaining families and communities. They provide much-needed support to refugee communities who struggle to meet the needs of everyday life in the absence of protection protocols.


2021 ◽  
Vol VI (I) ◽  
pp. 43-56
Author(s):  
Muneeba Khusnood ◽  
Muhammad Bilal ◽  
Tasmia Jahangir

The present research explores the phenomenological reflections on the everyday life of madrasah students to comprehend their life-worlds in the context of growing media technology in Pakistan and how religious personalities on media influence the lifeworlds of madrasah students? This ethnographic research was conducted in Ahl-e-Hadith Madrasah, located in Rawalpindi. The research design employed participant observation (PO) and in-depth interviews of madrasah students and teachers belonging to diverse socio-economic and educational backgrounds. The findings suggest that the teachings and principles of the Ahl-e-Hadith sect taught in madrasah profoundly influence the life-worlds of female madrasah students. The major areas of students' life-worlds that are influenced by madrasah discourses include sectarian associations, selection of spouse, dressing patterns, media aesthetics, the configuration of entertainment, and the influence of ulemas on students' everyday life.


2021 ◽  
Author(s):  
David Robert Colangelo

This dissertation describes, historicizes, theorizes, and deploys “massive media,” an emerging subset of technical assemblages that include large outdoor projections, programmable architectural façades, and urban screens. Massive media are massive in their size and subsequent visibility, but are also an agglomeration of media in their expressive screen and cinema-like qualities and their associated audio, interactive, and network capabilities. This dissertation finds that massive media enable and necessitate the development of new practices of expanded cinema, public data visualization, and new media art and curation that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image to support a more participatory public culture in which we identify and engage with collective presence, memory, and action through information, architecture, and the moving image. Through historical research, case studies, conversations with cultural producers, participant observation, and creation-as-research projects, large-scale public projections are shown to represent a new monumentality that can be better understood and evaluated using analytical tools from cinema studies, namely superimposition, montage, and apparatus/dispositif. Low-resolution LED façades, while sharing some of the functional and theoretical characteristics of projection, are shown to uniquely support an emerging practice of public data visualization and represent a more consistent embodiment of a hybrid and relational public sphere through a tighter coupling of information, architecture, and context. Programmable architectural façades, more than projections, embody the development of supermodernism in architecture where data-rich public spaces of identity, congregation, and contestation seek and find appropriate and consistent outlets in highly visible spatial assemblages of architecture and media. Finally, a curatorial approach to massive media is crucial in order to create suitable spaces and opportunities for the development of massive media as a legitimate art form. This requires the sustained provision of technical support and coordination as well as an ongoing negotiation with corporate, institutional, and civic owners and operators. While massive media exists primarily as a highly commercialized phenomenon, it can also be pressed into service, through coordinated curatorial and artistic efforts, to critique or co-opt commercialization, and to re-envision the role of urban media environments in shaping collective identity, historical consciousness, and public display culture.


2017 ◽  
Vol 2 (3) ◽  
pp. 410-418
Author(s):  
Ahoora Babaei ◽  
Qader Bayzidi

The information and communication technologies and their ever expanding and development have transformed all the basic concepts of human life, including the collective life of humans in urban spaces. Now these technologies have caused gradual and sometimes sudden changes in the concepts of space, so that, along with urban spaces, we are witnessing the creation of virtual environments with a wide variety of inclusive activities. This phenomenon led to the formation of virtual communities with a metropolitan state and the virtual universe formation in parallel with the real world. One of the implications of dual spatial and globalization for life of human beings is the creation of a crisis called the digital divide, which is associated with individualism, the reduction of social interactions levels, reducing collective life in the city's social spaces. The present study is carried out aimed to explain the role and capabilities of urban spaces on reducing the individuality of the crisis and promoting interactive levels and social integration. For this purpose, in the research process, three methods of environmental mapping, observation of behavior and interview with users in the Bam-e Tehran Recreational Complex have been used. The results showed that cyberspace is not considered as a substitute for physical space and serves as a complement to complete the social functions of urban spaces. Therefore, the creation of smart environments in this urban space and the creation of a hybrid space of physical and cyberspace, called the cyber park, will lead to an ever-increasing active presence of citizens and the promotion of levels of social interaction and ultimately reduce the digital divide among citizens.


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