From the cybercafé to the street: the right to play in the city
journal contribution
posted on 2013-11-04, 00:00 authored by T Apperley, D LeorkeHistorically, 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. © First Monday, 1995-2013.
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First MondayVolume
18Location
Bridgman, Mich.Publisher DOI
Open access
- Yes
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1396-0466Language
engPublication classification
C1.1 Refereed article in a scholarly journalCopyright notice
2013, First MondayIssue
11Publisher
First Monday Editorial GroupUsage metrics
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