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Mobility and sociality in proximity-sensitive digital urban ecologies: 'Timid encounters' and 'seam-sensitive walks'

机译:接近感应的数字城市生态中的移动性和社交性:“ Timid遭遇”和“对接缝敏感的步行”

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This paper is a case study of the use of a proximity-sensitive game played on mobile gaming terminals, in Japan and in France, Dragon Quest 9, and of distinctive forms of mobility and urban encounters which emerge around it. We show how players, when assembled together, walk the connected walk,' that is they adopt a particular gait, slower than the usual walking pace, with repeated pauses which appears as a tentative and exploratory kind of mobility oriented towards the random occurrence of proximity-based screen-mediated events, and therefore both adjusted to and constitutive of the proximity-sensitive hybrid ecology as a serendipitous place, to be experienced as such. With respect to urban encounters, we have identified a characteristic tension, relevant to locative media in general, in which concerns with potential identification and recognition in the game' contrasts with the interaction order of urban traffic encounters, characterized by civil inattention.' This gives rise to the phenomenon of timid encounters,' in which players strive to experience game encounters with other players a few meters away, while trying to elude visual or verbal recognition.
机译:本文是一个案例研究,研究了在日本和法国的Dragon Quest 9中在移动游戏终端上玩的接近感应游戏的使用以及围绕它出现的独特形式的机动性和城市遭遇。我们展示了当玩家组装在一起时,他们是如何沿着相连的步道行走的,即他们采用特定的步态,比平常的步伐慢,并具有反复的停顿,表现为一种试探性和探索性的移动性,面向随机发生的接近基于屏幕的事件,因此都需要适应作为近地点的邻近敏感混合生态系统并对其构成。关于城市遭遇,我们已经确定了一种与一般定位媒体有关的特征性张力,其中与游戏中潜在识别和识别有关的关注与以市民注意力不集中为特征的城市交通遭遇的交互顺序形成了鲜明的对比。这会引起胆小的encounter碰现象,在这种情况下,玩家会尝试与几米外的其他玩家进行游戏game碰碰,同时试图躲避视觉或言语识别。

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