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  • SAGE Publications  (10)
  • de Souza e Silva, Adriana  (10)
  • Sociology  (10)
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  • SAGE Publications  (10)
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  • 1
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  New Media & Society Vol. 25, No. 5 ( 2023-05), p. 963-979
    In: New Media & Society, SAGE Publications, Vol. 25, No. 5 ( 2023-05), p. 963-979
    Abstract: 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.
    Type of Medium: Online Resource
    ISSN: 1461-4448 , 1461-7315
    RVK:
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 1476527-5
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2016312-5
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    SAGE Publications ; 2011
    In:  New Media & Society Vol. 13, No. 3 ( 2011-05), p. 411-426
    In: New Media & Society, SAGE Publications, Vol. 13, No. 3 ( 2011-05), p. 411-426
    Abstract: This qualitative case study describes the social appropriation of mobile phones among low-income communities in Rio de Janeiro (Brazil) by asking how favela (slum) residents appropriate cell phones. Findings highlight the difficulty these populations encounter in acquiring and using cell phones due to social and economic factors, and the consequent subversive or illegal tactics used to gain access to such technology. Moreover, these tactics are embedded in and exemplars of the cyclic power relationships between high-and low-income populations that constitute the unique use of mobile technologies in these Brazilian slums. The article concludes by suggesting that future research on technology in low-income communities focus instead on the relationship of people to technology rather than a dichotomization of their access or lack thereof.
    Type of Medium: Online Resource
    ISSN: 1461-4448 , 1461-7315
    RVK:
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2011
    detail.hit.zdb_id: 1476527-5
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2016312-5
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    SAGE Publications ; 2011
    In:  New Media & Society Vol. 13, No. 5 ( 2011-08), p. 807-823
    In: New Media & Society, SAGE Publications, Vol. 13, No. 5 ( 2011-08), p. 807-823
    Abstract: Location-aware mobile media allow users to see their locations on a map on their mobile phone screens. These applications either disclose the physical positions of known friends, or represent the locations of groups of unknown people. We call these interfaces eponymous and anonymous, respectively. This article presents our classification of eponymous and anonymous location-aware interfaces by investigating how these applications may require us to rethink our understanding of urban sociability, particularly how we coordinate and communicate in public spaces. We argue that common assumptions made about location-aware mobile media, namely their ability to increase one’s spatial awareness and to encourage one to meet more people in public spaces, might be fallacious due to pre-existing practices of sociability in the city. We explore these issues in the light of three bodies of theory: Goffman’s presentation of self in everyday life, Simmel’s ideas on sociability, and Lehtonen and Mäenpää’s concept of street sociability.
    Type of Medium: Online Resource
    ISSN: 1461-4448 , 1461-7315
    RVK:
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2011
    detail.hit.zdb_id: 1476527-5
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2016312-5
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  New Media & Society Vol. 25, No. 4 ( 2023-04), p. 677-684
    In: New Media & Society, SAGE Publications, Vol. 25, No. 4 ( 2023-04), p. 677-684
    Abstract: Mobile communication’s embedding throughout social life has generated new directions in research and theory to understand changes in how people engage with others, the physical environment, and media content. As an early home for mobile communication research, New Media & Society is well-positioned to host this special issue, including eight articles themed around Futures in Mobile Communication Research. Although diverse in research traditions, the articles come together to reflect a shared historical influence as well as coherent themes around theory, methods, and ethics to help guide these and other futures in mobile communication research.
    Type of Medium: Online Resource
    ISSN: 1461-4448 , 1461-7315
    RVK:
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 1476527-5
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2016312-5
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 5
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  Mobile Media & Communication Vol. 11, No. 1 ( 2023-01), p. 52-58
    In: Mobile Media & Communication, SAGE Publications, Vol. 11, No. 1 ( 2023-01), p. 52-58
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  Mobile Media & Communication Vol. 11, No. 1 ( 2023-01), p. 59-65
    In: Mobile Media & Communication, SAGE Publications, Vol. 11, No. 1 ( 2023-01), p. 59-65
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    SAGE Publications ; 2017
    In:  Mobile Media & Communication Vol. 5, No. 1 ( 2017-01), p. 20-23
    In: Mobile Media & Communication, SAGE Publications, Vol. 5, No. 1 ( 2017-01), p. 20-23
    Abstract: In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2017
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  Mobile Media & Communication Vol. 11, No. 2 ( 2023-05), p. 140-155
    In: Mobile Media & Communication, SAGE Publications, Vol. 11, No. 2 ( 2023-05), p. 140-155
    Abstract: The COVID-19 pandemic may soon be coming to its end, but COVID-19 still kills thousands of people every single day (at time of writing). Even if COVID-19 now represents less of a health risk, and less disruption to our personal lives, we know this won’t be the last pandemic. Preparing for the next pandemic includes understanding the past and planning for the future. It includes rethinking “normal” ways of interacting with others, our technologies, and the spaces in which we live. In this introduction, we show how the pandemic has challenged the role of mobile communication in our everyday lives, making us rethink the very meaning of mobile communication—from simply communicating while on the move, to a networked resource that supports emotional and personal connections. During the pandemic, mobile communication practices and the development of new mobile technologies, such as contact-tracing apps and mobile mapping, was strongly tied to the infrastructural politics that took place through government and private companies’ interventions. In addition, mobile technologies became a primary source of support for those who became immobile, or were forced to move. However, mobile communication is not only enabled by end devices; it happens at the intersection of both end devices and the infrastructures that enable them to work. The articles in this special issue reflect some of these themes, and address how the pandemic has shaped and rearranged our mobile communication, sociability, and networked urban mobility practices around the world. Although each article engages with the challenges of the pandemic in its unique and original way, in this introduction we highlight some overlapping topics and methodologies that run across multiple articles, namely historical perspectives on the pandemic, urban and transnational networked mobilities, the use of mobile apps and interfaces for community and self-care, pandemic context in the Global South, and networks and infrastructures.
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 9
    Online Resource
    Online Resource
    SAGE Publications ; 2013
    In:  Mobile Media & Communication Vol. 1, No. 1 ( 2013-01), p. 116-121
    In: Mobile Media & Communication, SAGE Publications, Vol. 1, No. 1 ( 2013-01), p. 116-121
    Abstract: With the popularization of smartphones, location-based services are increasingly part of everyday life. People use their cell phones to find nearby restaurants and friends in the vicinity, and track their children. Although location-based services have received sparse attention from mobile communication scholars to date, the ability to locate people and things with one’s cell phone is not new. Since the removal of GPS signal degradation in 2000, artists and researchers have been exploring how location-awareness influences mobility, spatiality, and sociability. Besides exploring the historical antecedents of today’s location-based services, this article focuses on the main social issues that emerge when location-aware technologies leave the strict domain of art and research and become part of everyday life: locational privacy, sociability, and spatiality. Finally, this article addresses two main topics that future mobile communication research that focuses on location-awareness should take into consideration: a shift in the meaning of location, and the adoption and appropriation of location-aware technologies in the global south.
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2013
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 10
    Online Resource
    Online Resource
    SAGE Publications ; 2023
    In:  Mobile Media & Communication Vol. 11, No. 2 ( 2023-05), p. 139-139
    In: Mobile Media & Communication, SAGE Publications, Vol. 11, No. 2 ( 2023-05), p. 139-139
    Type of Medium: Online Resource
    ISSN: 2050-1579 , 2050-1587
    RVK:
    RVK:
    Language: English
    Publisher: SAGE Publications
    Publication Date: 2023
    detail.hit.zdb_id: 2684519-2
    detail.hit.zdb_id: 2686704-7
    SSG: 24,1
    SSG: 3,4
    SSG: 3,5
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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