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dc.contributor.authorGoggin, Gerard
dc.date.accessioned2016-09-02
dc.date.available2016-09-02
dc.date.issued2016-09-01
dc.identifier.issn9781138224568
dc.identifier.urihttp://hdl.handle.net/2123/15589
dc.descriptionChapter for Craig Hight and Ramaswami Harindranath, eds., Studying Digital Media Audiences: Perspectives from Australasia (New York: Routledge, 2017; https://www.routledge.com/Studying-Digital-Media-Audiences-Perspectives-from-Australasia/Hight-Harindranath/p/book/9781138224568en
dc.description.abstractMobile media audiences are a central part of understanding audiences in a digital world. In this chapter, I approach the apparently new development of Pokémon GO via a broader thinking of what mobile means in relation to digital audiences. To provide a context for understanding Pokémon GO, I discuss the emergence of mobile media audiences, and the increasingly prominent role location has played in these formations. I trace the emergence of Pokémon GO, placing into the recent history of mapping, locative media, and augmented reality (AR) technology, and discuss the case of Pokémon GO against the histories of mobile gaming. I conclude with some remarks on the discursive, business, technology, and design strategies evident in Niantic’s effort to configure and sustain the phenomenal success of its Pokémon GO launch.en
dc.description.sponsorshipAustralian Research Councilen
dc.language.isoen_AUen
dc.relationFT130100097en
dc.rightsOther
dc.subjectmobile mediaen
dc.subjectgamesen
dc.subjectlocative mediaen
dc.subjectlocation technologyen
dc.subjectmobile gamesen
dc.subjectmedia audiencesen
dc.subjectPokémon GOen
dc.subjecturbanen
dc.titleLocating Mobile Media Audiences: In Plain View With Pokémon Goen
dc.typeBook chapteren
dc.subject.asrc2001en
dc.subject.asrc2002en
dc.type.pubtypePreprinten
usyd.facultyFaculty of Arts and Social Sciencesen


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