scholarly journals From the board to the streets: a case study of Local Property Trader

Author(s):  
Alison Gazzard ◽  
Mark Lochrie ◽  
Adrian Gradinar ◽  
Paul Coulton ◽  
Daniel Burnett ◽  
...  

The boardgame of Monopoly has undergone various iterations since it was first published in 1934. Versions have included location-based varieties of the game, involving mobile media devices that have taken the boardgame to the city streets as a way of engaging players with location in new ways. This article examines a new version of Monopoly, titled Local Property Trader that works with NFC/QR code technologies in order to encourage players to move around the city and interact with local businesses. In doing so, the project hopes to highlight how location-based games can use social media data to update a traditional game into more contemporary contexts. Correspondingly, the differences and similarities of taking a boardgame and reworking it for the city streets are explored through ideas surrounding location, player and map as key points of intersection between the two media forms.

2019 ◽  
pp. 636-651
Author(s):  
Pilvi Nummi

Computational social media data analysis (SMDA) is opening up new possibilities for participatory urban planning. The aim of this study is to analyse what kind of computational methods can be used to analyse social media data to inform urban planning. A descriptive literature review of recent case study articles reveal that in this context SMDA has been applied mainly to location based social media data, such as geo-tagged Tweets, photographs and check-in data. There were only a few studies concerning the use of non-place-based data. Based on this review SMDA can provide planners with local knowledge about people's opinions, experiences, feelings, behaviour, and about the city structure. However, integration of this knowledge in planning and decision-making has not been completely successful in any of the cases. By way of a conclusion, a planning-led categorization of the SMDA method's tools and analysis results is suggested.


2017 ◽  
Vol 6 (4) ◽  
pp. 18-31 ◽  
Author(s):  
Pilvi Nummi

Computational social media data analysis (SMDA) is opening up new possibilities for participatory urban planning. The aim of this study is to analyse what kind of computational methods can be used to analyse social media data to inform urban planning. A descriptive literature review of recent case study articles reveal that in this context SMDA has been applied mainly to location based social media data, such as geo-tagged Tweets, photographs and check-in data. There were only a few studies concerning the use of non-place-based data. Based on this review SMDA can provide planners with local knowledge about people's opinions, experiences, feelings, behaviour, and about the city structure. However, integration of this knowledge in planning and decision-making has not been completely successful in any of the cases. By way of a conclusion, a planning-led categorization of the SMDA method's tools and analysis results is suggested.


2020 ◽  
Vol 9 (4) ◽  
pp. 222 ◽  
Author(s):  
Ayse Giz Gulnerman ◽  
Himmet Karaman ◽  
Direnc Pekaslan ◽  
Serdar Bilgi

Social media (SM) can be an invaluable resource in terms of understanding and managing the effects of catastrophic disasters. In order to use SM platforms for public participatory (PP) mapping of emergency management activities, a bias investigation should be undertaken with regard to the data related to the study area (urban, regional or national, etc.) to determine the spatial data dynamics. Thus, such determinations can be made on how SM can be used and interpreted in terms of PP. In this study, the city of Istanbul was chosen for social media data research area, as it is one of the most crowded cities in the world and expecting a major earthquake. The methodology for the data investigation is: 1. Obtain data and engage sampling, 2. Identify the representation and temporal biases in the data and normalize it in response to representation bias, 3. Identify general anomalies and spatial anomalies, 4. Manipulate the trend of the dataset with the discretization of anomalies and 5. Examine the spatiotemporal bias. Using this bias investigation methodology, citizen footprint dynamics in the city were determined and reference maps (most likely regional anomaly maps, representation maps, time-space bias maps, etc.) were produced. The outcomes of the study can be summarized in four steps. First, highly active users generate the majority of the data and removing this data as a general approach within a pseudo-cleaning process means concealing a large amount of data. Second, data normalization in terms of activity levels, changes the anomaly outcome resulting from diverse representation levels of users. Third, spatiotemporally normalized data present strong spatial anomaly tendency in some parts of the central area. Fourth, trend data is dense in the central area and the spatiotemporal bias assessments show the data density varies in terms of the time of day, day of week and season of the year. The methodology proposed in this study can be used to extract the unbiased daily routines of the social media data of the regions for the normal days and this can be referred for the emergency or unexpected event cases to detect the change or impacts.


Author(s):  
Maisarah Abdul Halim ◽  
Noraain Mohamed Saraf ◽  
Nur Idzhainee Hashim ◽  
Abdul Rauf Abdul Rasam ◽  
Ahmad Norhisyam Idris ◽  
...  

Koneksi ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 372
Author(s):  
Dian Novita Sari Chandra Kusuma ◽  
Roswita Oktavianti

TikTok social media is popular with various groups and age groups. TikTok is an audio visual based social media application that contains short videos that are homemade or made by other people who entertain with interesting features such as the latest music, unique face filters and others. This study uses the Theory of Uses and Gratifications to determine individual satisfaction in using TikTok social media. Social media can shape the self-concept of its users based on internal factors (physical and psychological) and external factors (other people and reference groups). This study aims to find out how the use of audio visual-based social media in shaping the self-concept of users with different age levels. This study uses a qualitative approach with a case study method for users of TikTok social media. Data collection was carried out using observations and interviews with 4 sources of users of TikTok applications who have different age levels. The results of this study indicate differences in the age level of TikTok users affect the duration of using the application also affect the formation of self-concept formed by the speakers. The use of the TikTok application forms the self-concept of the resource person in a positive direction such as increasing the confidence of the resource person to show his identity and negative self-concepts such as lack of time management.Media sosial TikTok digemari oleh berbagai kalangan dan jenjang umur. TikTok adalah aplikasi media sosial berbasis audio visual yang berisikan video-video pendek buatan sendiri maupun buatan orang lain yang menghibur dengan fitur-fitur menarik seperti musik terbaru, filter wajah yang unik dan lain-lain. Penelitian ini menggunakan Teori Uses and Gratifications untuk mengetahui kepuasan individu dalam menggunakan media sosial TikTok. Media sosial dapat membentuk konsep diri dari penggunanya berdasarkan faktor internal (fisik dan psikis) dan faktor eksternal (orang lain dan kelompok rujukan). Penelitian ini bertujuan untuk mengetahui bagaimana penggunaan media sosial berbasis audio visual dalam membentuk konsep diri penggunanya dengan jenjang umur yang berbeda. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus terhadap pengguna media sosial TikTok. Pengumpulan data dilakukan menggunakan observasi dan wawancara kepada 4 narasumber pengguna aplikasi TikTok yang memiliki jenjang umur yang berbeda. Hasil dari penelitian ini menunjukkan perbedaan jenjang umur pengguna TikTok mempengaruhi durasi dalam menggunakan aplikasi juga mempengaruhi pembentukan konsep diri yang dibentuk oleh narasumber. Penggunaan aplikasi TikTok membentuk konsep diri narasumber ke arah positif seperti meningkatkan kepercayaan diri narasumber untuk menunjukkan jati dirinya dan konsep diri negatif seperti kurangnya dalam mengatur waktu.


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