Article: Social Production of Hybrid Spaces Through Playbour: An Ethnographic Study of Location-Based Mobile Games
Abstract
This study aims to demonstrate the commercial exploitation of play- bour in location-based mobile games (LBMGs) that merge digital information and physical spaces. The ethnographic method has been applied in this research, and the data were collected through partici- pant observation technique by participating in Ingress (Prime) and Pokémon GO! game communities. The research findings, which show the playbour uses of game companies and advertisers, are grouped under two topics. The first one is the commoditization of playbour by positioning the players as data and content producer and the target of location-based advertising. The second one is to produce economic capital indirectly through social capital that is produced in the game community, shapes everyday life and reproduces urban space.
Preferred Citation
BibTex
Tokgöz-Şahoğlu, Cemile: Social Production of Hybrid Spaces Through Playbour: An Ethnographic Study of Location-Based Mobile Games. In: Digital Culture & Society, Jg. 7 (2021), Nr. 1, S. 113-130. DOI: http://dx.doi.org/10.25969/mediarep/21882.
@ARTICLE{Tokgöz-Şahoğlu2021,
author = {Tokgöz-Şahoğlu, Cemile},
title = {Social Production of Hybrid Spaces Through Playbour: An Ethnographic Study of Location-Based Mobile Games},
year = 2021,
doi = "\url{http://dx.doi.org/10.25969/mediarep/21882}",
volume = 7,
address = {Bielefeld},
journal = {Digital Culture & Society},
number = 1,
pages = {113--130},
}
author = {Tokgöz-Şahoğlu, Cemile},
title = {Social Production of Hybrid Spaces Through Playbour: An Ethnographic Study of Location-Based Mobile Games},
year = 2021,
doi = "\url{http://dx.doi.org/10.25969/mediarep/21882}",
volume = 7,
address = {Bielefeld},
journal = {Digital Culture & Society},
number = 1,
pages = {113--130},
}
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