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From the cybercafé to the street: The right to play in the city

机译:从网吧到街道:在城市玩耍的权利

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Historically, the play of digital games in public was restricted to certain locations such as arcades and cybercafés. The proliferation of personal, mobile, and digitally networked devices, however, has contributed to the ubiquity of digital games in contemporary culture, making them available for play anywhere, any time. This paper uses two examples to examine this recent shift to consider how play and digital games can contribute to revitalising the urban experience. The first examines the experience of playing digital games in urban cybercafés; and the second discusses the recent popular location–based gaming app for the iPhone, Shadow Cities . By contrasting the types of play that unfold in the situated but highly contingent environments of the cybercafé and the ‘hybrid’ space Shadow Cities’ massively multiplayer world, this paper argues that the historical role of play as the foundation for a vibrant and progressive city life is increasingly at stake in the shift towards pervasive, software–mediated gaming applications.
机译:从历史上看,在公众场所玩数字游戏仅限于某些地方,例如拱廊和网吧。然而,个人,移动和数字网络设备的激增,促成了当代文化中数字游戏的普及,使它们可随时随地使用。本文使用两个示例来考察这一最近的转变,以考虑玩游戏和数字游戏如何有助于振兴城市体验。第一部分研究了在城市网吧玩数字游戏的经验;第二部分讨论了最近流行的针对iPhone的基于位置的游戏应用程序Shadow Cities。通过对比网吧和“混合”太空影子城市庞大的多人游戏世界中处于局限但偶然的环境中展现的游戏类型,本文认为游戏的历史角色是充满活力和进步的城市生活的基础向普及的,软件介导的游戏应用程序转变正处于越来越危险的境地。

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