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  1. Chapter 3 Promoting Yokosuka through videogame tourism : The Shenmue Sacred Spot Guide Map
    Erschienen: 2021
    Verlag:  Taylor & Francis

    Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales... mehr

     

    Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.

     

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    Quelle: OAPEN
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    Übergeordneter Titel: Games and Play in the Creative, Smart and Ecological City
    Schlagworte: City & town planning - architectural aspects; Applied ecology; Urban communities
    Weitere Schlagworte: contents tourism; cultural tourism; fan cultures; Japanese tourism; Shenmue; videogame tourism
    Umfang: 1 electronic resource (27 p.)
  2. Games and Play in the Creative, Smart and Ecological City
    Beteiligt: Leorke, Dale (Hrsg.); Owens, Marcus (Hrsg.)
    Erschienen: 2021
    Verlag:  Taylor & Francis

    Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales... mehr

     

    Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.

     

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    Quelle: OAPEN
    Beteiligt: Leorke, Dale (Hrsg.); Owens, Marcus (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    Schlagworte: City & town planning - architectural aspects; Applied ecology; Urban communities
    Weitere Schlagworte: games; ecological city; tourism
  3. The library as playground
    how games and play are reshaping public culture
    Erschienen: 2022; ©2022
    Verlag:  Rowman & Littlefield Publishers, Blue Ridge Summit

    This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader... mehr

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    Aggregator (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    keine Fernleihe
    Technische Universität Chemnitz, Universitätsbibliothek
    keine Fernleihe
    Hochschulbibliothek Friedensau
    Online-Ressource
    keine Fernleihe

     

    This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader digital culture. Intro -- Contents -- Acknowledgments -- List of Figures -- Preface -- 1 Play in Public Culture -- 2 Collecting Play -- 3 The Well-Played Library -- 4 Pervasive Play -- 5 Partners in Play -- 6 Revisiting the Library as Play -- Appendix -- Bibliography -- Index -- About the Authors.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781538164327
    Schlagworte: Libraries-Activity programs; Electronic books
    Umfang: 1 online resource (165 pages)
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  4. The library as playground
    how games and play are reshaping public culture
    Erschienen: 2022; ©2022
    Verlag:  Rowman & Littlefield Publishers, Blue Ridge Summit

    This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader... mehr

    Zugang:
    Aggregator (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    This book examines the expanding impact of games and play on public libraries as manifested in their spaces, programs, design, and support for gamemaking communities. It reveals how the rise of play in public libraries is connected to a broader digital culture. Intro -- Contents -- Acknowledgments -- List of Figures -- Preface -- 1 Play in Public Culture -- 2 Collecting Play -- 3 The Well-Played Library -- 4 Pervasive Play -- 5 Partners in Play -- 6 Revisiting the Library as Play -- Appendix -- Bibliography -- Index -- About the Authors.

     

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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781538164327
    Schlagworte: Libraries-Activity programs; Electronic books
    Umfang: 1 online resource (165 pages)
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  5. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: [2019]; © 2019
    Verlag:  Palgrave Macmillan, Singapore

    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... mehr

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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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  6. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: [2019]; © 2019
    Verlag:  Palgrave Macmillan, Singapore

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Eichstätt-Ingolstadt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule München, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Passau
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Würzburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Volltext (URL des Erstveröffentlichers)
  7. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: 2019
    Verlag:  Palgrave Macmillan, Singapore ; EBSCO, Ipswich

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    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9789811306839
    RVK Klassifikation: AP 15963 ; SU 500
    Schlagworte: Computerspiel; Standortbezogener Dienst; Öffentlicher Raum;
    Umfang: 1 Online-Ressource (XII, 266 Seiten), Illustrationen
  8. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: [2019]; © 2019
    Verlag:  Palgrave Macmillan, Singapore

    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... mehr

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    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.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
  9. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: [2019]; © 2019
    Verlag:  Palgrave Macmillan, Singapore

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
  10. Location-based gaming
    play in public space
    Autor*in: Leorke, Dale
    Erschienen: [2019]
    Verlag:  Palgrave Macmillan, Singapore

    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... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 48919
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    AP 15963 L587
    keine Fernleihe
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 20 B 307
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Ilmenau
    MDW AP 15963 L587
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Mannheim
    500 AP 15963 L587
    keine Fernleihe

     

    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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    cover (Cover)
    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9789811306822
    Weitere Identifier:
    9789811306822
    RVK Klassifikation: AP 15963
    Schlagworte: Human Geography; Computer gamesProgramming; Culture; Technology; Sociology, Urban; TechnologySociological aspects; Digital media; Social sciences; urban planning;location based gaming;Pokemon Go theory;play and public space;gaming interaction
    Umfang: xii, 266 Seiten, Illustrationen, 487 g
    Bemerkung(en):

    Literaturangaben