In the Footsteps of Smartphone-Users : Traces of a Deferred Community in Ingress and Pokémon Go

Lade...
Vorschaubild
Dateien
Ganzert_2-1vw1szfglouf2.pdf
Ganzert_2-1vw1szfglouf2.pdfGröße: 625.81 KBDownloads: 436
Datum
2017
Herausgeber:innen
Kontakt
ISSN der Zeitschrift
Electronic ISSN
ISBN
Bibliografische Daten
Verlag
Schriftenreihe
Auflagebezeichnung
ArXiv-ID
Internationale Patentnummer
Angaben zur Forschungsförderung
Projekt
Open Access-Veröffentlichung
Open Access Green
Core Facility der Universität Konstanz
Gesperrt bis
Titel in einer weiteren Sprache
Forschungsvorhaben
Organisationseinheiten
Zeitschriftenheft
Publikationstyp
Zeitschriftenartikel
Publikationsstatus
Published
Erschienen in
Digital Culture & Society. 2017, 3(2), pp. 41-58. ISSN 2364-2114. eISSN 2364-2122. Available under: doi: 10.14361/dcs-2017-0204
Zusammenfassung

In this article, the authors carry out conceptual and theoretical reflections on smartphone communities by closely investigating two apps: Ingress (Niantic 2012) and Pokemon Go (Niantic 2016). While the games’ narratives fabricate reasons for the players to move, it is the Smartphone - understood as an open object between technological and cultural processes - that visualizes and tracks players’ movements and that situates and reshapes the devices, the users and their surroundings. A central aspect is that the ‘augmented’ cities that become visible in the apps are based on the traces of others: other processes and technologies, as well as other players. These traces of practices and movements structure the users’ experience and shape spaces. Traces are necessarily subsequent and we therefore develop the concept of a deferred (smartphone) community and analyse its visibility within the apps. By close reading the two case studies, we examine potential “smartphone communities” in their temporal dimensions, as well as their demands and promises of participation. In order to gain a perspective that is neither adverse to new media nor celebratory of assumed participatory community phenomena, the article aims to interrogate the examples regarding their potential for individuation/ dividuation and community building/dissolution. In doing so, the games’ conditions and the impositions placed on the players are central and include notions of consent and dissent. Drawing upon approaches from community philosophy and media theory, we concentrate on the visible aspects smartphone-interfaces. The traces left by the various processes that were at work become momentarily actualized on the display, where they manifest not as a fixed community, but as a sense of communality.

Zusammenfassung in einer weiteren Sprache
Fachgebiet (DDC)
800 Literatur, Rhetorik, Literaturwissenschaft
Schlagwörter
Konferenz
Rezension
undefined / . - undefined, undefined
Zitieren
ISO 690GANZERT, Anne, Theresa GIELNIK, Philip HAUSER, Julia IHLS, Isabell OTTO, 2017. In the Footsteps of Smartphone-Users : Traces of a Deferred Community in Ingress and Pokémon Go. In: Digital Culture & Society. 2017, 3(2), pp. 41-58. ISSN 2364-2114. eISSN 2364-2122. Available under: doi: 10.14361/dcs-2017-0204
BibTex
@article{Ganzert2017-12-20Foots-43721,
  year={2017},
  doi={10.14361/dcs-2017-0204},
  title={In the Footsteps of Smartphone-Users : Traces of a Deferred Community in Ingress and Pokémon Go},
  number={2},
  volume={3},
  issn={2364-2114},
  journal={Digital Culture & Society},
  pages={41--58},
  author={Ganzert, Anne and Gielnik, Theresa and Hauser, Philip and Ihls, Julia and Otto, Isabell}
}
RDF
<rdf:RDF
    xmlns:dcterms="http://purl.org/dc/terms/"
    xmlns:dc="http://purl.org/dc/elements/1.1/"
    xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
    xmlns:bibo="http://purl.org/ontology/bibo/"
    xmlns:dspace="http://digital-repositories.org/ontologies/dspace/0.1.0#"
    xmlns:foaf="http://xmlns.com/foaf/0.1/"
    xmlns:void="http://rdfs.org/ns/void#"
    xmlns:xsd="http://www.w3.org/2001/XMLSchema#" > 
  <rdf:Description rdf:about="https://kops.uni-konstanz.de/server/rdf/resource/123456789/43721">
    <dspace:isPartOfCollection rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/38"/>
    <dspace:hasBitstream rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/43721/1/Ganzert_2-1vw1szfglouf2.pdf"/>
    <dcterms:available rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2018-11-08T08:41:20Z</dcterms:available>
    <dcterms:rights rdf:resource="https://rightsstatements.org/page/InC/1.0/"/>
    <dc:creator>Ganzert, Anne</dc:creator>
    <dc:language>eng</dc:language>
    <dc:contributor>Gielnik, Theresa</dc:contributor>
    <dc:creator>Hauser, Philip</dc:creator>
    <dcterms:abstract xml:lang="eng">In this article, the authors carry out conceptual and theoretical reflections on smartphone communities by closely investigating two apps: Ingress (Niantic 2012) and Pokemon Go (Niantic 2016). While the games’ narratives fabricate reasons for the players to move, it is the Smartphone - understood as an open object between technological and cultural processes - that visualizes and tracks players’ movements and that situates and reshapes the devices, the users and their surroundings. A central aspect is that the ‘augmented’ cities that become visible in the apps are based on the traces of others: other processes and technologies, as well as other players. These traces of practices and movements structure the users’ experience and shape spaces. Traces are necessarily subsequent and we therefore develop the concept of a deferred (smartphone) community and analyse its visibility within the apps. By close reading the two case studies, we examine potential “smartphone communities” in their temporal dimensions, as well as their demands and promises of participation. In order to gain a perspective that is neither adverse to new media nor celebratory of assumed participatory community phenomena, the article aims to interrogate the examples regarding their potential for individuation/ dividuation and community building/dissolution. In doing so, the games’ conditions and the impositions placed on the players are central and include notions of consent and dissent. Drawing upon approaches from community philosophy and media theory, we concentrate on the visible aspects smartphone-interfaces. The traces left by the various processes that were at work become momentarily actualized on the display, where they manifest not as a fixed community, but as a sense of communality.</dcterms:abstract>
    <dc:contributor>Hauser, Philip</dc:contributor>
    <void:sparqlEndpoint rdf:resource="http://localhost/fuseki/dspace/sparql"/>
    <dc:contributor>Ihls, Julia</dc:contributor>
    <dc:creator>Ihls, Julia</dc:creator>
    <dcterms:issued>2017-12-20</dcterms:issued>
    <dcterms:hasPart rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/43721/1/Ganzert_2-1vw1szfglouf2.pdf"/>
    <dcterms:isPartOf rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/38"/>
    <dcterms:title>In the Footsteps of Smartphone-Users : Traces of a Deferred Community in Ingress and Pokémon Go</dcterms:title>
    <foaf:homepage rdf:resource="http://localhost:8080/"/>
    <bibo:uri rdf:resource="https://kops.uni-konstanz.de/handle/123456789/43721"/>
    <dc:date rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2018-11-08T08:41:20Z</dc:date>
    <dc:rights>terms-of-use</dc:rights>
    <dc:contributor>Otto, Isabell</dc:contributor>
    <dc:contributor>Ganzert, Anne</dc:contributor>
    <dc:creator>Gielnik, Theresa</dc:creator>
    <dc:creator>Otto, Isabell</dc:creator>
  </rdf:Description>
</rdf:RDF>
Interner Vermerk
xmlui.Submission.submit.DescribeStep.inputForms.label.kops_note_fromSubmitter
Kontakt
URL der Originalveröffentl.
Prüfdatum der URL
Prüfungsdatum der Dissertation
Finanzierungsart
Kommentar zur Publikation
Allianzlizenz
Corresponding Authors der Uni Konstanz vorhanden
Internationale Co-Autor:innen
Universitätsbibliographie
Ja
Begutachtet
Unbekannt
Diese Publikation teilen