{"title":"玩地点:基于位置的手机游戏在大流行后的公共场所","authors":"Larissa Hjorth, Adriana de Souza E Silva","doi":"10.1177/20501579221126959","DOIUrl":null,"url":null,"abstract":"","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":null,"pages":null},"PeriodicalIF":3.1000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9551670/pdf/","citationCount":"0","resultStr":"{\"title\":\"Playing with place: Location-based mobile games in post-pandemic public spaces.\",\"authors\":\"Larissa Hjorth, Adriana de Souza E Silva\",\"doi\":\"10.1177/20501579221126959\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\",\"PeriodicalId\":46650,\"journal\":{\"name\":\"Mobile Media & Communication\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.1000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9551670/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mobile Media & Communication\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1177/20501579221126959\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mobile Media & Communication","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/20501579221126959","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
摘要
在新冠肺炎大流行期间,我们生活的许多方面,如工作、社交、上学和玩耍,都被限制在家里。在这个集合中(Watson et al.,2021),我们对流动性、场所营造、公共空间、健康和游戏的思考方式被重新配置(Hjorth&Lammes,2020)。手机游戏在激活公共空间、以有趣和创造性的方式创造联系感和韧性方面有着悠久的历史。在疫情期间,手机游戏的环境游戏,也就是说,随着日常生活的节奏进出背景,已经采用了新的货币(Hjorth&Richardson,2020)。这篇简短的挑衅文章探讨了基于位置的移动游戏如何在我们摆脱疫情的过程中,在我们如何重新想象、激活和改造城市空间和场所方面发挥强大作用。正如我们所说,游戏可以解决疫情带来的一些挑战,包括公共卫生信息传递、危机管理,以及为建立更好的新常态而创造有趣的联系方式。在美国,新冠肺炎限制措施实施后,电子游戏互联网的总体流量增长了75%(M.B.,2020)。随着病毒传染的威胁加剧,人们对屏幕时间,尤其是游戏的争论发生了变化。就连世界卫生组织也在2019年正式将游戏成瘾列为一种心理健康障碍,并认识到了这种沟通能力和
期刊介绍:
Mobile Media & Communication is a peer-reviewed forum for international, interdisciplinary academic research on the dynamic field of mobile media and communication. Mobile Media & Communication draws on a wide and continually renewed range of disciplines, engaging broadly in the concept of mobility itself.