Research method for locative games

Keywords: Locative games, game studies, space, research method, Pokémon Go

Abstract

This paper presents a methodology approach for locative games studies using as reference the actor-network theory. The hypothesis supports that actor-network theory could be useful because it focuses on agencies between humans and non-humans; by the same way, it provides useful categories to support the researcher in the description of an emerging phenomenon. Locative gaming is a fruitful experience to use concepts from actor-network theory because it is connected to many humans and non-humans actants. In the attempt to achieve a research method for locative games using actor-network theory, this study provides a description of some game sessions of Pokémon GO played in Copenhagen during the summer of 2017.



Author Biography

Luiz Adolfo Andrade, State University of Bahia

Luiz Adolfo Andrade is a game designer and researcher working on locative gaming. Visiting scholar at the Center for Computer Games Research (3/2017-3/2018) with CAPES Postdoctoral Stage Scholarship, process number 88881.119487/2016-01. Adjunct Professor at the State University of Bahia (UNEB), Brazil. He holds a PhD in Contemporary Communication and Culture (Cyberculture) from the Federal University of Bahia, Brazil. Contact: laandrade@uneb.br

References

Aarseth, E. (2003) Playing research: methodological approaches to game analysisSpilforskning Conference (http://www.bendevane.com/VTA2012/herrstubbz/wp-content/uploads/2012/01/02.GameApproaches2.pdf)

__________(2000) Allegories of Space: The Question of Spatiality in Computer

Games. In Markku Eskelinen and Raine Koskimaa (eds.) Cybertext Yearbook 2000, University of Jyväskylä. (http://www.hf.uib.no/hi/espen/papers/space/)

Andrade, L.A. (2016). Jogos Locativos (Locative Games). Salvador: EdUFBA.

___________ (2015). Jogos Digitais, cidade e (trans)mídia: a próxima fase. Curitiba: Appris, 2015.

Benford, S.; Crabtree, A.; Flintham, M.; Dordz, A.; Anastasi, R.; Paxtob, M.;

Tandavanijt, N.; Adams, M.; Row-Farr, J. (2006) Can You See Me Now? In:

Transactions on Computer-Human Interaction. Vol 13(1), p.100-133.

Bienia, R. (2016). Role Playing Materials. Braunschweig: Zauberfeder Verlag.

Bonner, W.B. (2016) History and IS — Broadening Our View and Understanding: Actor-

Network Theory as a Methodology. In: Willcocks L.P., Sauer C., Lacity M.C. (eds) Enacting Research Methods in Information Systems: Volume 1. Palgrave Macmillan, Cham.

Callon, M (1991). Techno-Economic Networks and Irreversibility. In Law, J. (ed.)

A Sociology of Monsters: Essays on Power, Technology and Domination. London: Routledge.

Chen, M. (2010) Leet Noobs: Expertise and Collaboration in a World of Warcraft Player

Group as Distributed Sociomaterial Practice. PhD Thesis. University of Washington

Colley, A; Thebaut-Spieker, J.; Lin, A. (2017) The Geography of Pokémon GO:

Beneficial and Problematic Effects on Places and Movement

(http://www.brenthecht.com/publications/chi17_geographyofpokemongo.pdf)

>

Consalvo, M; Dutton, N. (2006). Game analysis: Developing a methodological toolkit for the

qualitative study of games. Game Studies: the international journal of
computer game research. Vol. 6 Issue 1. Copenhagen. (http://gamestudies.org/0601/articles/consalvo_dutton)

>

Cypher, M; Richardsson, I. (2006). An actor-network approach to games and virtual environments.

Falkheimer, J; Jansson, A (2006). Geographies of Communication. The Spatial

Turn in Media Studies.Götenburg: Nordicom.

Flanagan, M. (2009). Critical Play: radical game design. Cambridge/London:

MITPress

Fragoso. S (2017). Os Modos de Existência do Gameplay: Um exercício de aplicação com

Cities: Skylines. XXVI Encontro da Compós: São Paulo

(http://www.lume.ufrgs.br/handle/10183/166205)

Giddens, S. (2006) Walkthrough: videogames and technocultural form. PhD Thesis.nUniversity of the West of England,

Jessen, J. D.; Jessen, C. (2014). Games as Actors - Interaction, Play, Design, and Actor

Network Theory. International Journal on Advances in Intelligent Systems, 7(3-4),

412 - 422.

Jørgensen, K. (2013) Gameworld Interfaces. Boston: The MIT Press.

Hine, C. (2000). Virtual Etnography. London: Sage Publications

Hinske, S; Lampe, M; Magekurt, C; Rocker, C. (2007) Classifying Pervasive Games:

On Pervasive Computing and Mixed Reality.

(http://www.vs.inf.ethz.ch/publ/papers/hinske-pg07-pervasivegames.pdf)

>

Hung, A. (2017). Beyond the player: A user-centered approach to analyzing digital games and

players using actor-network theory. E-Learning and Digital Media

Vol. 13(5–6) 227–243

Konzack, L. (2002) Computer Games Criticism: A method for computer games analysis.

Proceedings of Computer Games and Digital Cultures Conference. Ed. Frans Mäyrä. Tampere: Tampere University Press Copyright: authors and Tampere University Press

Kozinets, R. (1998) On Netnography: Initial Reflections on Consumer Research

Investigations of Cyberculture. Advances in Consumer Research, VoL. 25, ed., Joseph Alba and Wesley Hutchinson, Provo, UT: Association for Consumer Research, 366-371.

Lankosky; P.; Bjork, S.(2015) Game Research Method: an overview. TCC Press.

Latour, B. (2005). Reassembling the social: an introduction to actor – network

theory. Oxford: The Oxford University press

_________(1988) Science in action. Cambridge/Massachusetts: MIT Press

Law, J. (2007) Actor Network Theory and Material Semiotics

http://www.heterogeneities.net/publications/Law2007ANTandMaterialSemiotics.pdf

class="Default">

_______(2004) After Method: mess in social science research. London/New York: Reutledge

Lefebvre, H. (1991) The Production of Space. London: Blackwell

Lemos, A. (2013) A Comunicação das coisas: teoria ator-rede e cibercultura. São

Paulo: AnnaBlume.

__________(2010). Locative Media and Surveillance at the Boundaries of

Informational Territories. In: R. Firmino, F. Duarte and C. Ultramari. ICTsfor Mobile and Ubiquitous Urban Infrastructures: Surveillance, Locative Media and Global Networks. Hershey: IGI Global.

Licoppe, C.(2017). From Mogi to Pokemon Go: continuities and change in location

aware – collection games. Mobile Media & Communication. Vol. 5(1) 24– 29

Luksac-Roesche, M. (2017). Towards an understanding of the effects of augmentedreality games in disaster management. ArXiv (https://arxiv.org/abs/1702.06610)

>

Montola, M; Stenros, J; Waern, A (2009) Pervasive Games: theory and design.Oxford: Morgan Kauford Ed.

Sicart, M. (2008) Defining Game Mechanics. Game Studies: the international journal of computer game research. Vol. 8 Issue 2. Copenhagen. http://gamestudies.org/0802/articles/sicart

>

Silva, S.; Tomimatsu (2013). Game Prototyping with Community-driven Narrative Actor- network Theory applied for Massively Multiplayer Online Games Development IEEE 2nd Global Conference on Consumer Electronics (GCCE)


Soja, e. (1989) Post-modern Geographies: The reassertion of Space in Critical Social Theory. London/New York: Verso

Tan, C; Soh, D (2010) Augmented Reality Games: a review

(http://chek.gamesstudio.org/wpcontent/uploads/2011/02/TanAndSoh_GAMEON.pdf)

>

Venturini, Tommaso. (2010) Diving in Magma: how to explore controversies with actor-network theory. Public Understanding of Science, v. 19, n. 3, p. 258-273,<http://pus.sagepub.com/content/19/3/258>

>

Wong, F. (2017) Influence of Pokémon Go on physical activity levels of university

players: a cross‑sectional study. International Journal of Health Geographics. 16:8. (https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5322678/)

>

Published
2018-06-14
How to Cite
Andrade, L. (2018). Research method for locative games. MedieKultur: Journal of Media and Communication Research, 34(64), 19 p. https://doi.org/10.7146/mediekultur.v34i64.96926