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Playpolis : transyouth and urban networking in Seoul

机译:Playpolis:首尔的青少年与城市网络

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摘要

The overarching aim of this study is to create new knowledge about how playful interactions (re)create the city via ubiquitous technologies, with an outlook to apply the knowledge for pragmatic innovations in relevant fields such as urban planning and technology development in the future. The study looks at the case of transyouth, the in-between demographic bridging youth and adulthood in Seoul, one of the most connected, densely populated, and quickly transforming metropolises in the world. To unravel the elusiveness of ‘play’ as a subject and the complexity of urban networks, this study takes a three-tier transdisciplinary approach comprised of an extensive literature review, Shared Visual Ethnography (SVE), and interviews with leading industry representatives who design and develop the playscape for Seoul transyouth. Through these methodological tools, the study responds to the following four research aims: 1. Examine the sociocultural, technological, and architectural context of Seoul 2. Investigate Seoul transyouth’s perception of the self and their technosocial environment 3. Identify the pattern of their playful interaction through which meanings of the self and the city are recreated 4. Develop an analytical framework for enactment of play This thesis argues that the city is a contested space that continuously changes through multiple interactions among its constituents on the seam of control and freedom. At the core of this interactive (re)creation process is play. Play is a phenomenon that is enacted at the centre of three inter-related elements of pressure, possibility, and pleasure, the analytical framework this thesis puts forward as a conceptual apparatus for studying play across disciplines. The thesis concludes by illustrating possible trajectories for pragmatic application of the framework for envisioning and building the creative, sustainable, and seductive city.
机译:这项研究的总体目标是,通过无处不在的技术来创造有关娱乐性互动如何(重新)创造城市的新知识,并希望将该知识应用于未来相关领域的实用创新,例如城市规划和技术发展。这项研究研究了跨青年的情况,跨青年是首尔人口与年轻人之间的桥梁,这是世界上联系最紧密,人口最稠密,并且正在迅速转变的大都市之一。为了阐明“游戏”作为主题的难解性和城市网络的复杂性,本研究采用三层跨学科方法,包括广泛的文献综述,共享视觉人种志(SVE)以及对设计和开发领先行业代表的访谈。为首尔青年时代开发游乐场。通过这些方法论工具,该研究满足了以下四个研究目标:1.检查汉城的社会文化,技术和建筑环境2.调查汉城青年对自我及其技术社会环境的看法3.确定他们嬉戏互动的方式通过这种方式,可以重现自我和城市的含义。4.开发一种演绎的分析框架。本文认为,城市是一个有争议的空间,通过其控制权和自由权之间的多种相互作用不断变化。互动(重新)创建过程的核心是游戏。游戏是一种现象,它是在压力,可能性和愉悦性这三个相互关联的要素的中心产生的,本文提出的分析框架是研究跨学科游戏的概念性工具。本文最后通过说明在构想和建设具有创造力,可持续发展和诱人的城市的框架中实际应用的可能轨迹。

著录项

  • 作者

    Choi Jaz Hee-jeong;

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  • 年度 2010
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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