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Original Articles

Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary

Pages 447-465 | Published online: 24 Oct 2008

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (8)

Mariapina Trunfio, Salvatore Campana & Adele Magnelli. (2023) Experimenting hybrid reality in cultural heritage reconstruction. The Peasant Civilisation Park and the ‘Vicinato a Pozzo’ museum of Matera (Italy). Museum Management and Curatorship 38:4, pages 428-450.
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Paula Alavesa & Yueqiang Xu. (2022) Unblurring the boundary between daily life and gameplay in location-based mobile games, visual online ethnography on Pokémon GO. Behaviour & Information Technology 41:1, pages 215-227.
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Irida Ntalla. (2021) Play and manifestations of playfulness in interactive and immersive museum spaces. Culture, Theory and Critique 62:3, pages 266-286.
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Sky LaRell Anderson. (2019) Crafting Courses as Game Spaces: Examining Video Games Classes in Communication. Communication Studies 70:3, pages 277-294.
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Amy Schmitz Weiss. (2015) Place-Based Knowledge in the Twenty-First Century. Digital Journalism 3:1, pages 116-131.
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Irina Shklovski & Adriana de Souza e Silva. (2013) AN URBAN ENCOUNTER. Information, Communication & Society 16:3, pages 340-361.
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DeborahM. Thomson. (2010) Marshmallow Power and Frooty Treasures: Disciplining the Child Consumer through Online Cereal Advergaming. Critical Studies in Media Communication 27:5, pages 438-454.
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Adriana de Souza e Silva & Jordan Frith. (2010) Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces. Mobilities 5:4, pages 485-505.
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Articles from other publishers (34)

Adriana de Souza e Silva, Ragan Glover-Rijkse, Anne Njathi & Daniela de Cunto Bueno. (2021) Playful mobilities in the Global South: A study of Pokémon Go play in Rio de Janeiro and Nairobi. New Media & Society 25:5, pages 963-979.
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Nibu John Thomas & Rupashree Baral. 2023. Synchronous and Asynchronous Approaches to Teaching. Synchronous and Asynchronous Approaches to Teaching 203 222 .
John Dunham, Konstantinos Papangelis, Samuli Laato, Nicolas LaLone, Jin Ha Lee & Michael Saker. (2022) The Impacts of Covid-19 on Players of Pokémon GO . ACM Transactions on Computer-Human Interaction.
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Dionte Harris. (2022) The Smear: Vibrational Flesh and the Calculus of Black Queer Becoming in Barry Jenkins’s Moonlight . differences 33:1, pages 1-27.
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Konstantinos Papangelis, Ioanna Lykourentzou, Vassilis-Javed Khan, Alan Chamberlain, Ting Cao, Michael Saker & Nicolas Lalone. (2021) Locating Identities in Time: An Examination of the Formation and Impact of Temporality on Presentations of the Self through Location-Based Social Networks. ACM Transactions on Social Computing 4:3, pages 1-23.
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Keri Duncan Valentine & Lucas John Jensen. (2021) Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 69:4, pages 1955-1985.
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Michael Saker & Leighton EvansMichael Saker & Leighton Evans. 2021. Intergenerational Locative Play. Intergenerational Locative Play 1 22 .
Céline Quellet. (2020) Entre marche-déplacement et marche-plaisir : le cas des mobilités de joueurs urbains connectés. Espaces et sociétés n° 179:4, pages 129-144.
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Claudio Rossi. (2020) <em>Conpsumptionscapes</em>: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End. Culture & History Digital Journal 9:1, pages 003.
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Paula Alavesa, Minna Pakanen, Timo Ojala, Matti Pouke, Hannu Kukka, Alexander Samodelkin, Alexander Voroshilov & Mohamed Abdellatif. (2018) Embedding virtual environments into the physical world: memorability and co-presence in the context of pervasive location-based games. Multimedia Tools and Applications 79:5-6, pages 3285-3309.
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Nathan Hulsey. 2019. Games in Everyday Life: For Play. Games in Everyday Life: For Play 191 214 .
Leighton Evans & Michael Saker. (2018) The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability. Mobile Media & Communication 7:2, pages 232-247.
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Sky LaRell Anderson. (2018) Touchscreen travelers: Hands, bodies, agency, and mobile game players. Convergence: The International Journal of Research into New Media Technologies 25:1, pages 77-94.
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Kristine Levan & Steven Downing. (2016) Virtual Total Control: Escaping a Simulated Prison. Games and Culture 14:1, pages 46-66.
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Sybille Lammes & Clancy Wilmott. (2016) The map as playground: Location-based games as cartographical practices. Convergence: The International Journal of Research into New Media Technologies 24:6, pages 648-665.
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Clancy Wilmott, Emma Fraser & Sybille Lammes. (2017) ‘I am he. I am he. Siri rules’ : Work and play with the Apple Watch . European Journal of Cultural Studies 21:1, pages 78-95.
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Chih-yuan Wang & Chen-li Kuo. 2018. Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments. Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments 160 170 .
Konstantinos Papangelis, Melvin Metzger, Yiyeng Sheng, Hai-Ning Liang, Alan Chamberlain & Ting Cao. (2017) Conquering the City. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 1:3, pages 1-24.
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Paula Alavesa, Minna Pakanen, Alexander Voroshilov, Hannu Kukka, Alexander Samodelkin, Timo Ojala & Matti Pouke. (2017) City knights: Spatial realism and memorability of virtual game scenes in pervasive gameplay. City knights: Spatial realism and memorability of virtual game scenes in pervasive gameplay.
Michael Saker. (2016) Foursquare and identity: Checking-in and presenting the self through location. New Media & Society 19:6, pages 934-949.
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Konstantinos Papangelis, Melvin Metzger, Yiyang Sheng, Hai-Ning Liang, Alan Chamberlain & Vassilis-Javed Khan. (2017) "Get Off My Lawn!". "Get Off My Lawn!".
Adriana de Souza e Silva. (2016) Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces . Mobile Media & Communication 5:1, pages 20-23.
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Darshana JayemanneDarshana Jayemanne. 2017. Performativity in Art, Literature, and Videogames. Performativity in Art, Literature, and Videogames 1 27 .
Michael Saker & Leighton Evans. (2016) Everyday life and locative play: an exploration of Foursquare and playful engagements with space and place. Media, Culture & Society 38:8, pages 1169-1183.
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Elaine Jing Zhao. 2016. Geospatial Research. Geospatial Research 1629 1642 .
Brett Oppegaard. 2016. Emerging Perspectives on the Mobile Content Evolution. Emerging Perspectives on the Mobile Content Evolution 200 219 .
Paula Alavesa & Timo Ojala. (2015) Street art gangs. Street art gangs.
Elaine Jing Zhao. 2014. Interdisciplinary Mobile Media and Communications. Interdisciplinary Mobile Media and Communications 245 258 .
Jordan Frith. (2013) Turning life into a game: Foursquare, gamification, and personal mobility. Mobile Media & Communication 1:2, pages 248-262.
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Daniel M. SutkoAdriana de Souza e Silva. (2011) Location-aware mobile media and urban sociability. New Media & Society 13:5, pages 807-823.
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Eric Gordon & Adriana de Souza e Silva. 2011. Net Locality. Net Locality 133 154 .
Eric Gordon & Adriana de Souza e Silva. 2011. Net Locality. Net Locality 59 84 .
Adriana De Souza e Silva & Jordan Frith. (2010) Locational Privacy in Public Spaces: Media Discourses on Location-Aware Mobile Technologies. Communication, Culture & Critique 3:4, pages 503-525.
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Adriana de Souza e SilvaLarissa Hjorth. (2009) Playful Urban Spaces. Simulation & Gaming 40:5, pages 602-625.
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