Index

Michael Saker (City, University of London, UK)
Leighton Evans (Swansea University, Wales)

Intergenerational Locative Play

ISBN: 978-1-83909-140-7, eISBN: 978-1-83909-139-1

Publication date: 8 February 2021

This content is currently only available as a PDF

Citation

Saker, M. and Evans, L. (2021), "Index", Intergenerational Locative Play, Emerald Publishing Limited, Leeds, pp. 155-157. https://doi.org/10.1108/978-1-83909-139-120211002

Publisher

:

Emerald Publishing Limited

Copyright © 2021 Michael Saker and Leighton Evans. Published under exclusive licence by Emerald Publishing Limited


INDEX

Addiction
, 43, 57

Adventure Sync connection
, 150

Assemblage
, 1, 4, 64

Augmented reality (AR)
, 7

Bonding
, 13, 61, 72

Childhood
, 55–57

Children’s friends
, 110–111

Cognisance
, 144–145

Communities of play
, 102–107

Community Days
, 7–8

Compromises
, 78–84

Concerns
, 78–84

COVID-19
, 149–152

Cursory connections
, 146–147

Data
, 122–128

De Certeau, Michel
, 12, 23–24

De Souza e Silva, Ariana
, 2–5, 8–10, 25–27, 47–48

Digital labour
, 145–146

Digital layer
, 35, 43, 47

Digital media
, 57–58

Digital technologies
, 55–57, 59

Distributed imagination
, 9–10

Dodgeball
, 2–3

Domestic space
, 56–57, 59

Embodiment
, 12, 57

Exercise
, 48, 113

Existing friends
, 111–112

Experience points (XP)
, 99–100

Familial challenges and concerns
, 147–148

Familial locative play

fears, concerns and compromises
, 78–84

parenting and intergenerational play
, 58–61

play, childhood and digital technologies
, 55–57

Pokémon Go
, 61–70

Familial mobility
, 97–98

Familial rhythms
, 145–146

Family roles
, 70–78

Fears
, 78–84

Field Research tasks
, 7–8

Flânerie
, 12, 25–26, 47–48

Flâneur
, 25–28

Foursquare
, 3, 5–6, 27–28

Frith, Jordan
, 2, 3–7, 9–10, 23–24, 47–48, 57, 69–70, 148–149

Game
, 128–135, 148

layer
, 48–49

Gerbaudo, Paolo
, 13–14, 94, 97, 106

Global positioning system (GPS)
, 2

Goggin, Gerard
, 2, 4–5, 31, 47

Google
, 119

Gowalla (app)
, 5

GPS
, 2

Granovetter, Mark
, 13–14, 94–97, 102–103

Grindr
, 93–94

Gyms
, 7–8

Health and safety
, 56

Hjorth, Larissa
, 3, 4, 9–10, 13–14, 93–94, 120

Home
, 55–57

Huizinga, Johan
, 25, 27–28, 32–33, 47–49, 151

Humphreys, Lee
, 2, 3–4, 8, 93–95

Hybrid reality game (HRG)

gamic structure
, 41–42

Hybrid reality game (HRG)
, 1–2, 9, 28, 84–85, 98, 143–145

Hybrid space
, 2

Intergenerational

connections
, 58–59

play
, 1–2, 7–10, 58–61

relations
, 59

iPhone 3GS
, 2

Joint media engagement (JME)
, 9, 59–60, 143

Labour
, 145–146

Latent ties
, 94–98, 107–110

Learning
, 13, 146–147

Lefebvre, Henri
, 12, 23–24, 47

Liquid organising
, 13–14, 97

Liquid surveillance
, 117

Location-based games
, 25, 130–131

Location-based social graph
, 120

Location-based social network (LBSN)
, 2, 3–4, 27–28, 32, 144–145

Locative data
, 4, 6, 14

Locative games
, 1, 7–10

next generation of
, 43–47, 148

Locative media
, 2–4

evolution
, 5–6

Locative play
, 29–35, 57

Loopt (app)
, 5

Magic circle
, 96, 109

Massey, Doreen
, 12, 25

Mayorships
, 3

Mobile magic circles
, 148–149

Mobile media
, 2, 24–25, 57

Mobile phones
, 2

Mobile virtual reality (MVR)
, 24–25

Mobilities
, 36–43

end of
, 149–152

Niantic
, 118–120, 122, 123, 150

Non-confrontational space
, 146

Non-places
, 24–25

Obesity
, 57

Online communities
, 110–111

Ordinary life
, 29–35

Panoptic mechanism
, 27

Parenting
, 58–61

Parochialisation
, 93–94

Pathways
, 36–43

Personal development
, 146–147

Personal growth
, 13, 59

Phoneur
, 27

Physical activity
, 9, 29

Places
, 24, 25, 36–43

Play
, 55–57, 96

Playeur
, 28

Playful bonding
, 146

Playgrounds
, 56

Pokéballs
, 7–8

Pokémon Crowds
, 93

Pokémon Go
, 1–2, 7–11, 28, 60–61, 93–94, 121, 143

COVID-19 and
, 149–152

familial impact
, 29

families playing
, 61–70

and family life
, 70–78

as form of surveillance capitalism
, 117–122

spatial impact
, 28–29

PokéStops
, 7–8

Public space and community
, 93–94

Public symbols
, 24

Raids
, 7–8

Recursive archival functionality
, 4

Richardson, Ingrid
, 9–10, 13–14, 93, 120

Routes
, 3, 28, 37–38

Rummble (app)
, 5

Screen time
, 9–10, 31, 57

SCVNGR (app)
, 5

Smartphone
, 1

Sociability
, 8–9, 111

Social networks
, 13–14, 94–95

Social relationships and communities

children’s friends
, 110–111

communities of play
, 102–107

existing friends
, 111–112

new relationships and strong tie friendships
, 98–102

Pokémon Go, public space and community
, 93–94

strong ties, weak ties, latent ties
, 94–98, 107–110

Social space
, 23

Social ties
, 96–98

Solutionism
, 118–119

Sonar (app)
, 5

Space
, 23

Spatial activity
, 144–145

Spatial practices and mobilities

embodied approaches to urban life
, 25–29

mobilities, pathways and places
, 36–43

next generation of locative games
, 43–47

ordinary life and locative play
, 29–35

spatial turn, emerging mobilities and complexity of place
, 23–25

Spatial turn
, 12, 23–25

Strange space
, 48–49

Strong ties
, 94–98

friendships
, 98–102

Surveillance
, 123–124, 148

Surveillance capitalism

data
, 122–128

Pokémon Go as form of
, 117–122

Swarm
, 93–94

Technological solutionism
, 118–119

Tinder
, 93–94

Tracking children
, 135–138

Urban life, embodied approaches to
, 25–29

Video games
, 59–60

Waze
, 36–37

Weak ties
, 94–98, 107–110

Wilken, Rowan
, 2–4, 8–9, 69–70, 148–149

Worries about play
, 78

Youth culture
, 13

Zuboff, Shoshana
, 5, 14, 117, 128–129, 148