@article{silva_xiong-gum_2023, title={COVID-19 now and then: Reflections on mobile communication and the pandemic}, volume={11}, ISSN={["2050-1587"]}, DOI={10.1177/20501579231163858}, abstractNote={ The COVID-19 pandemic may soon be coming to its end, but COVID-19 still kills thousands of people every single day (at time of writing). Even if COVID-19 now represents less of a health risk, and less disruption to our personal lives, we know this won’t be the last pandemic. Preparing for the next pandemic includes understanding the past and planning for the future. It includes rethinking “normal” ways of interacting with others, our technologies, and the spaces in which we live. In this introduction, we show how the pandemic has challenged the role of mobile communication in our everyday lives, making us rethink the very meaning of mobile communication—from simply communicating while on the move, to a networked resource that supports emotional and personal connections. During the pandemic, mobile communication practices and the development of new mobile technologies, such as contact-tracing apps and mobile mapping, was strongly tied to the infrastructural politics that took place through government and private companies’ interventions. In addition, mobile technologies became a primary source of support for those who became immobile, or were forced to move. However, mobile communication is not only enabled by end devices; it happens at the intersection of both end devices and the infrastructures that enable them to work. The articles in this special issue reflect some of these themes, and address how the pandemic has shaped and rearranged our mobile communication, sociability, and networked urban mobility practices around the world. Although each article engages with the challenges of the pandemic in its unique and original way, in this introduction we highlight some overlapping topics and methodologies that run across multiple articles, namely historical perspectives on the pandemic, urban and transnational networked mobilities, the use of mobile apps and interfaces for community and self-care, pandemic context in the Global South, and networks and infrastructures. }, number={2}, journal={Mobile Media & Communication}, author={Silva, A. and Xiong-Gum, M.N.}, year={2023}, month={May}, pages={140–155} } @book{campbell_de souza e silva_marler_2023, title={Exploring the Vast Social & Creative Agencies of Marginalized Communities in the Digital Age}, journal={JCMC: The Discussion Section Podcast}, author={Campbell, S.W. and de Souza e Silva, A. and Marler, W.}, year={2023}, month={Feb} } @article{campbell_silva_fortunati_goggin_2023, title={Futures in mobile communication research: Introduction to the special issue}, volume={4}, ISSN={["1461-7315"]}, DOI={10.1177/14614448231158645}, abstractNote={ Mobile communication’s embedding throughout social life has generated new directions in research and theory to understand changes in how people engage with others, the physical environment, and media content. As an early home for mobile communication research, New Media & Society is well-positioned to host this special issue, including eight articles themed around Futures in Mobile Communication Research. Although diverse in research traditions, the articles come together to reflect a shared historical influence as well as coherent themes around theory, methods, and ethics to help guide these and other futures in mobile communication research. }, journal={NEW MEDIA & SOCIETY}, author={Campbell, Scott W. and Silva, Adriana de Souza e and Fortunati, Leopoldina and Goggin, Gerard}, year={2023}, month={Apr} } @article{de souza e silva_glover-rijkse_2023, title={Software presentation: The retro mobile gaming database}, volume={2}, ISSN={2050-1579 2050-1587}, url={http://dx.doi.org/10.1177/20501579231155534}, DOI={10.1177/20501579231155534}, abstractNote={The software presented is reviewed in https://doi.org/10.1177/20501579231155533 Link: http://database.mglab.chass.ncsu.edu/ Mobile games have become woven into the fabric of daily life, as individuals carry their phones with them on the go, squeezing in moments of play or setting aside specific playtimes. Since the release of the iPhone 3G and the App Store in 2008, the number of mobile games has increased substantially, reflecting what Mäyrä (2015) refers to as a growing and increasingly complex genre. Nevertheless, mobile games are not new; they have been around since at least the 1970s, serving as ground-building components of today’s mobile, ludic and digital cultures. Despite their significance, early mobile games pose challenges to research. The earliest mobile gaming platforms, such asl Mattel Football and Nintendo Game & Watch, were handheld electronic consoles. Although many of these games were popular at their time of inception, they are often no longer on the market, making them difficult or expensive to acquire. By the 1990s, mobile phones also became important platforms for mobile gameplay –with games, such as Tetris and Snake, being redesigned for mobile phones. However, these games became unplayable with the release of new operating systems, and, similar to handheld consoles, these mobile phones can be difficult and expensive to acquire. Finally, in the early 2000s, several media artists, startup companies, and academic researchers started to experiment with mobile devices, such as mobile phones and personal digital assistants, as interfaces for gameplay (Flintham et al., 2001; Sotamaa, 2002; Wagenknecht & Korn, 2016). However, these early games were often unavailable to the general public because they were restricted to small research or artistic circles. In addition, since the nature of these games was generally ephemeral (i.e., they were played during a specific timeframe in a specific location and then disappeared), it is difficult to find documentation or historical accounts about them, unless a researcher knows specifically how to search for them with exact titles, keywords and creators. Collectively, these challenges limit our knowledge about the history of mobile games and make it difficult to identify correlations between contemporary and early mobile gaming cultures. Software Presentation}, journal={Mobile Media & Communication}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana and Glover-Rijkse, Ragan}, year={2023}, month={Feb}, pages={205015792311555} } @book{campbell_de souza e silva_fortunati_goggin_2023, title={The Future of Mobile Communication Research, A Tribute to Rich Ling}, volume={24}, number={Special Issue}, journal={New Media & Society}, publisher={European Communication Research and Education Association}, year={2023} } @misc{de souza e silva_2022, title={Creativity as Survival: Crowdsourcing unexpected ways we use technology}, url={https://news.ncsu.edu/2022/06/creativity-as-survival/}, journal={NCSU News Blog}, author={de Souza e Silva, A.}, year={2022}, month={Jun} } @article{de souza e silva_2022, title={Hybrid spaces 2.0: Connecting networked urbanism, uneven mobilities, and creativity, in a (post) pandemic world}, volume={11}, ISSN={["2050-1587"]}, url={http://dx.doi.org/10.1177/20501579221132118}, DOI={10.1177/20501579221132118}, abstractNote={Over fifteen years ago, I suggested that we were living in hybrid spaces (de Souza e Silva, 2006). More than just combining physical and digital spaces, hybrid spaces, I argued, were created by the ongoing and emerging networked relationships between people, spaces, and mobile technologies. I defined hybrid spaces as “mobile spaces, created by the constant movement of users who carry portable devices continuously connected to the Internet and to other users” (de Souza e Silva, 2006, p. 262). By walking around connected to the Internet (and consequently to other geolocated users) we could experience both digital and physical spaces simultaneously, and for this reason, it was pointless to address physical and digital as two (often disconnected) spaces. For the past decade and a half, the range of mobile communication technologies we interact with on an everyday basis has only acquired complexity. To keep up with the fast-changing technological landscape, terms such as Internet of Things (Ashton, 2009), Net Locality (Gordon & de Souza e Silva, 2011), code/space (Kitchin & Dodge, 2011), and Networked Urban Mobilities (Freudendal-Pedersen & Kesselring, 2017) have been used to describe a sociotechnical context in which people and digital technologies are increasingly interconnected. The wide range of new mobile technologies and concepts used to describe our relationships with them may bring up questions about the usefulness and validity of hybrid spaces today. In this article, I want to suggest that we still very much live in hybrid spaces. However, to successfully understand and analyze hybrid spaces today, we must take into consideration not only issues of privacy,}, number={1}, journal={MOBILE MEDIA & COMMUNICATION}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana}, year={2022}, month={Oct}, pages={59–65} } @article{de souza e silva_2022, title={Making the COVID-19 Pandemic Visible: The power of grassroots mapping initiatives}, volume={16}, journal={International Journal of Communication}, author={de Souza e Silva, A.}, year={2022}, pages={3988–4007} } @article{hjorth_de souza e silva_2022, title={Playing with place: Location-based mobile games in post-pandemic public spaces}, volume={11}, ISSN={["2050-1587"]}, url={http://dx.doi.org/10.1177/20501579221126959}, DOI={10.1177/20501579221126959}, abstractNote={During the COVID-19 pandemic, many aspects of our lives, such as work, socializing, schooling, and play, were confined to the home. In this assemblage (Watson et al., 2021), how we think about mobility, placemaking, public space, health, and play has been reconfigured (Hjorth & Lammes, 2020). Mobile games have a long history with regard to their ability to activate public spaces, creating feelings of connection and resilience in playful and inventive ways. In pandemic times, the ambient play of mobile games, that is, moving in and out of the background to the rhythm of everyday life, has taken on new currencies (Hjorth & Richardson, 2020). This short provocation piece explores how location-based mobile games can play a powerful role in how we reimagine, activate, and reinhabit urban spaces and placemaking as we move out of the pandemic. As we argue, games can address some of the challenges advanced by the pandemic in relation to public health messaging, crisis management, and making playful ways to connect together for a better new normal. In the United States, overall videogame internet traffic increased by 75% when COVID-19 restrictions were imposed (M.B., 2020). As the heightened threat of viral contagion gripped the popular imaginary, the debates about screen time, and especially games, shifted. Even the World Health Organization, which in 2019 officially registered game addiction as a mental health disorder, has recognized the communicative power and}, number={1}, journal={MOBILE MEDIA & COMMUNICATION}, publisher={SAGE Publications}, author={Hjorth, Larissa and de Souza e Silva, Adriana}, year={2022}, month={Oct}, pages={52–58} } @misc{de souza e silva_glover-rijkse_2022, title={Rethinking micromobility as mobilities justice}, ISBN={9781003007678}, url={http://dx.doi.org/10.4324/9781003007678-36}, DOI={10.4324/9781003007678-36}, abstractNote={The Global South contains some of the largest metropolises in the world, with major urban mobility issues, such as lack of traffic planning, pollution, and violence. Among its largest urban centers, Rio de Janeiro has witnessed in the last ten years the considerable diffusion and adoption of apps focused on helping people navigate its complex and sometimes chaotic urban space. Increasingly, location-based apps are being used to manage urban mobility, or as we put it, as interfaces to networked urban mobility. As such, location awareness is progressively integrated into transportation networks, including cars, airports, and shared vehicles. From location-based taxi hailing apps like 99taxi, to crowdsourcing traffic apps like Waze, these apps are promoted as supporting more efficient and sustainable ways of navigating the city. In particular, micromobility apps, such as the ones used to rent bikes and scooters, promise to support a cleaner and greener way of moving around. However, as smartphone ownership increases in the Global South, so do mobility issues in the world’s megacities. Rio de Janeiro, for example, has the third worst traffic jams in the world – just behind Mexico City and Istanbul. This scenario begs the question: what does sustainable networked urban mobility mean in large Global South metropolises (such as Rio de Janeiro) with the growing use of location-based transportation apps? In this chapter, we review how micro-mobility location-based apps are integrated with forms of urban mobility in Rio de Janeiro. We discuss how these apps may (or may not) support sustainable urban mobility in Global South regions by focusing on key issues of security, physical accessibility, and economic status. We conclude by connecting the analysis with a discussion of creative appropriation of technologies in situations of hardship.}, journal={The Routledge Companion to Media and the City}, publisher={Routledge}, author={de Souza e Silva, Adriana and Glover-Rijkse, Ragan}, year={2022}, month={Jun}, pages={354–363} } @article{de souza e silva_araujo_2022, title={What the US Can Learn from Brazil’s Successful COVID Vaccination Campaign}, url={https://www.scientificamerican.com/article/what-the-us-can-learn-from-brazils-successful-covid-vaccination-campaign/}, journal={Scientific American}, publisher={Scientific American}, author={de Souza e Silva, A. and Araujo, C.}, year={2022}, month={May} } @book{de souza e silva_2021, title={Digital Mapping and the Pandemic: Interview with Tracey Peake}, journal={NC State News Podcast}, author={de Souza e Silva, A.}, year={2021}, month={Dec} } @misc{glover-rijkse_de souza e silva_2021, title={Evolving geographies of mobile communication}, ISBN={9781003039068}, url={http://dx.doi.org/10.4324/9781003039068-12}, DOI={10.4324/9781003039068-12}, abstractNote={Mobile communication has long played a part within popular culture with people fascinated by the ability to communicate anytime, anywhere. As early as 1946, the comic character Dick Tracy used a “watch phone” to call others. And, in 1966, the television show Star Trek featured the “Star Trek” communicator, a handheld phone-like device said to have inspired the design of the first mobile (cellular) phone. Yet, the first mobile phone was not introduced until 1973, and mobile phones did not become a part of many people’s everyday communications until the turn of the 21st century. During the past 70 years, what it means to engage in mobile communication has changed significantly, shaping how we relate to one another and the spaces around us.}, journal={Routledge Handbook of Media Geographies}, publisher={Routledge}, author={Glover-Rijkse, Ragan and de Souza e Silva, Adriana}, year={2021}, month={Oct}, pages={161–171} } @article{de souza e silva_glover-rijkse_njathi_cunto bueno_2021, title={Exploring the material conditions of Pokemon Go play in Rio de Janeiro and Nairobi}, volume={24}, ISSN={["1468-4462"]}, url={http://dx.doi.org/10.1080/1369118X.2021.1909098}, DOI={10.1080/1369118X.2021.1909098}, abstractNote={ABSTRACT Pokémon Go offers an important locus for understanding how location-based mobile gaming practices interconnect with urban mobility and the materialities of urban spaces. Yet, most of the literature on location-based mobile games overlooks the specific materialities that influence gameplay in Global South cities. These are worth considering, given that Pokémon Go requires players to move through their environment with access to both a mobile smartphone and network connection. These prerequisites pose challenges to players because in some Global South cities players experience difficult mobilities, precarious access to technologies, and inconsistent networked connections. To explore these issues, we offer a qualitative study about Pokémon Go gameplay in two large Global South cities: Rio de Janeiro (Brazil) and Nairobi (Kenya). We have chosen these two cities because of their similar social, infrastructural, and economic inequalities. Based on interviews with Pokémon Go players, we explore how these inequalities shape the interconnections between location-based gameplay, mobile phone use, and urban mobilities. We found out that players often contend with urban challenges by adopting a number of practices, unique to their local context, to successfully play the game. These practices include collaborating and caring for others during and outside gameplay and adjusting their mobilities to preserve networked connections. Our study contributes an understanding of how players, in these cities, respond to their material circumstances in order to play the game and care for each other. We also offer a framework for understanding location-based gameplay outside Global North contexts.}, number={6}, journal={INFORMATION COMMUNICATION & SOCIETY}, publisher={Informa UK Limited}, author={de Souza e Silva, Adriana and Glover-Rijkse, Ragan and Njathi, Anne and Cunto Bueno, Daniela}, year={2021}, month={Apr}, pages={813–829} } @article{de souza e silva_xiong-gum_2021, title={Mobile Networked Creativity: Developing a Theoretical Framework for Understanding Creativity as Survival}, volume={31}, ISSN={["1468-2885"]}, url={http://dx.doi.org/10.1093/ct/qtaa006}, DOI={10.1093/ct/qtaa006}, abstractNote={Abstract}, number={4}, journal={COMMUNICATION THEORY}, publisher={Oxford University Press (OUP)}, author={de Souza e Silva, Adriana and Xiong-Gum, Mai Nou}, year={2021}, month={Nov}, pages={821–840} } @article{de souza e silva_glover-rijkse_njathi_cunto bueno_2021, title={Playful mobilities in the Global South: A study of Pokemon Go play in Rio de Janeiro and Nairobi}, volume={5}, ISSN={["1461-7315"]}, url={http://dx.doi.org/10.1177/14614448211016400}, DOI={10.1177/14614448211016400}, abstractNote={ Pokémon Go is the most popular location-based game worldwide. As a location-based game, Pokémon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly around the world. Large metropoles in South America and Africa, for example, experience ingrained social, cultural, and economic inequalities. With this in mind, we interviewed Pokémon Go players in two Global South cities, Rio de Janeiro (Brazil) and Nairobi (Kenya), to understand how players navigate urban spaces not only based on gameplay but with broader concerns for safety. Our findings reveal that players negotiate their urban mobilities based on perceptions of risk and safety, choosing how to move around and avoiding areas known for violence and theft. These findings are relevant for understanding the social and political aspects of networked urban spaces as well as for investigating games as venues through which we can understand ordinary life, racial, gender, and socioeconomic inequalities. }, journal={NEW MEDIA & SOCIETY}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana and Glover-Rijkse, Ragan and Njathi, Anne and Cunto Bueno, Daniela}, year={2021}, month={May}, pages={146144482110164} } @misc{de souza e silva_glover-rijkse_2021, title={Tracing the History of Mobile Games}, url={https://news.ncsu.edu/2021/01/tracing-the-history-of-mobile-games/}, journal={NCSU News Blog}, author={de Souza e Silva, A. and Glover-Rijkse, R.}, year={2021}, month={Jan} } @inbook{silva_glover-rijkse_2020, title={Historicizing hybrid spaces in mobile media art}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85106658110&partnerID=MN8TOARS}, booktitle={The Routledge Companion to Mobile Media Art}, author={Silva, A. and Glover-Rijkse, R.}, year={2020}, pages={117–127} } @book{de souza e silva_2020, title={How Online Gaming creates Real-Life Love: Interview with Anita Rao}, journal={NPR State of Things}, author={de Souza e Silva, A.}, year={2020}, month={Feb} } @article{de souza e silva_glover-rijkse_2020, title={Hybrid Play}, ISBN={9780367855055}, url={http://dx.doi.org/10.4324/9780367855055}, DOI={10.4324/9780367855055}, publisher={Routledge}, year={2020}, month={Feb} } @inbook{rueb_silva_2020, title={Sounding place}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85106570921&partnerID=MN8TOARS}, booktitle={The Routledge Companion to Mobile Media Art}, author={Rueb, T. and Silva, A.}, year={2020}, pages={109–116} } @book{hjorth_de souza e silva_lanson_2020, title={The Routledge Companion to Mobile Media Art}, ISBN={9780429242816}, url={http://dx.doi.org/10.4324/9780429242816}, DOI={10.4324/9780429242816}, publisher={Routledge}, year={2020}, month={Jul} } @misc{de souza e silva_damasceno_de cunto bueno_grandinetti_2020, title={Urban Mobility in Context}, url={http://dx.doi.org/10.1093/oxfordhb/9780190864385.013.32}, DOI={10.1093/oxfordhb/9780190864385.013.32}, abstractNote={The interaction between transportation systems, Internet connectivity, and location-aware mobile applications is increasingly relevant to urban mobility. Location-based apps not only assist individuals in more efficient movement through urban spaces but also impact the way individuals experience the city. More recently, location-based taxi-hailing apps are also a part of ongoing transformations in urban mobility. These apps are increasingly popular in the United States, and this trend is spreading to countries outside the Global North. While taxi-hailing apps have been studied in the context of infrastructure and planning, law, and regulations, little scholarship exists on the daily uses of these apps and how they are embedded within a context of ongoing surveillance, politics of mobility, and digital literacy. This chapter examines the impact of location-based ride-hailing applications on daily urban mobility in Rio de Janeiro, Brazil, one of the largest cities in the Global South. Through a qualitative study including taxi drivers and passengers who use location-based taxi-hailing apps, we investigate how a group of passengers and drivers in Rio de Janeiro integrates ride-hailing apps into their daily routines and how these apps influence mobility within the city. The findings suggest that while location-based services have normally been seen as a threat to privacy, in this group’s case they are a source of security. Furthermore, while taxi-hailing apps were overwhelmingly perceived by the participants as adding convenience to their daily lives, they are still embedded into a politics of mobility, invisibility, surveillance, data collection, and control that is often invisible to passengers and drivers alike.}, journal={The Oxford Handbook of Mobile Communication and Society}, publisher={Oxford University Press}, author={de Souza e Silva, Adriana and Damasceno, Cristiane S. and de Cunto Bueno, Daniela and Grandinetti, Justin}, editor={Ling, Rich and Fortunati, Leopoldina and Goggin, Gerard and Lim, Sun Sun and Li, YulingEditors}, year={2020}, month={Apr}, pages={486–500} } @article{wang_2019, title={Book review: Adriana de Souza e Silva (Ed.), Dialogues on mobile communication}, volume={7}, DOI={10.1177/2050157919827105b}, number={2}, journal={Mobile Media & Communication}, publisher={SAGE Publications}, author={Wang, Ruoxu}, year={2019}, month={Apr}, pages={289–290} } @inbook{silva_damasceno_bueno_2019, title={Generic phones in context: The circulation and social practices of mobile devices in rio de janeiro}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85086542949&partnerID=MN8TOARS}, DOI={10.4324/9781315544823-13}, booktitle={Location Technologies in International Context}, author={Silva, A. and Damasceno, C.S. and Bueno, D.}, year={2019}, pages={158–172} } @article{de souza e silva_duarte_damasceno_2017, title={Creative appropriations in hybrid spaces: Mobile interfaces in art and games in Brazil}, volume={11}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85047995284&partnerID=MN8TOARS}, journal={International Journal of Communication}, author={De Souza E Silva, A. and Duarte, F. and Damasceno, C.S.}, year={2017}, pages={1705–1728} } @inbook{silva_de matos-silva_nicolaci-da-costa_2017, title={Location-based services in Brazil: Reframing privacy, mobility, and location}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85021030607&partnerID=MN8TOARS}, DOI={10.4324/9781315394183}, booktitle={Place, Space, and Mediated Communication: Exploring Context Collapse}, author={Silva, A. and De Matos-Silva, M.S. and Nicolaci-da-Costa, A.M.}, year={2017}, pages={29–44} } @book{goggin_duarte_2016, title={Dialogues on Mobile Communication}, ISBN={9781315534602}, url={http://dx.doi.org/10.4324/9781315534619}, DOI={10.4324/9781315534619}, publisher={Routledge}, author={Goggin, G. and Duarte, F.}, year={2016}, month={Oct}, pages={1–14} } @inbook{de souza e silva_frith_2016, place={New York}, title={Locational privacy}, booktitle={Foundations of Mobile Media Studies: Essential texts on the formation of a field}, publisher={Routledge}, author={de Souza e Silva, A. and Frith, J.}, editor={Farman, J.Editor}, year={2016}, pages={171–193} } @inbook{de souza e silva_ling_humphreys_2016, title={Location‐Based Communication}, url={http://dx.doi.org/10.1002/9781118766804.wbiect073}, DOI={10.1002/9781118766804.wbiect073}, abstractNote={Abstract}, booktitle={The International Encyclopedia of Communication Theory and Philosophy}, publisher={Wiley}, author={de Souza e Silva, Adriana and Ling, Rich and Humphreys, Lee}, editor={Jensen, K.B. and Craig, R.T.Editors}, year={2016}, month={Oct}, pages={1–11} } @article{de souza e silva_2016, title={Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces}, volume={5}, ISSN={2050-1579 2050-1587}, url={http://dx.doi.org/10.1177/2050157916676232}, DOI={10.1177/2050157916676232}, abstractNote={ In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance. }, number={1}, journal={Mobile Media & Communication}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana}, year={2016}, month={Nov}, pages={20–23} } @inbook{duarte_de souza e silva_2015, title={Arte.Mov, Mobilefest, And The Emergence of A Mobile Culture In Brazil}, ISBN={9780203434833 9781135949181 9780415809474}, url={http://dx.doi.org/10.4324/9780203434833.ch18}, DOI={10.4324/9780203434833.ch18}, abstractNote={Brazil’s well-established media art community includes figures who embraced mobile technologies as interfaces for art making and political action early on. Brazilian media art festivals Mobilefest and Arte.mov are events dedicated to “a new culture of mobility.” The festivals’ goal is to provide an arena for the discussion of mobility, and how mobile technologies act as interfaces to promote education, health, citizenship, and art making. They create opportunities for local and international artists and researchers to articulate critical reflection and production with mobile media.}, booktitle={The Routledge Companion to Mobile Media}, publisher={Routledge}, author={Duarte, Fernanda and de Souza e Silva, Adriana}, editor={Goggin, G. and Hjorth, L.Editors}, year={2015}, month={Feb} } @article{de souza e silva_frith_2015, title={Location-based mobile games: Interfaces to urban spaces}, journal={Playful identities: the ludification of digital media cultures}, author={de Souza e Silva, A. and Frith, J.}, year={2015}, pages={169–180} } @book{de souza e silva_sheller_2015, title={Mobility and locative media: Mobile communication in hybrid spaces (1st ed.)}, ISBN={9781138778139}, DOI={10.4324/9781315772226}, abstractNote={Introduction: Moving Towards Adjacent Possibles Adriana de Souza e Silva & Mimi Sheller Part I: Re-thinking Cohesion, Coordination, and Navigation 1. Mobile Phones and Digital Gemeinschaft: Social Cohesion in the Era of Cars, Clocks and Mobile Phones Rich Ling 2. Walking in the Hybrid City: From Micro-Coordination to Chance Orchestration Robbin van der Akker 3. Direct Video Observation of the uses of Smartphones on the Move: Reconceptualizing Mobile Multi-Activity Christian Licoppe & Julien Figeac 4. Rerouting Borders: Politics of Mobility and the Transborder Immigrant Tool Fernanda Duarte Part II: Performing Location, Place-Making, and Mobile Gaming 5. Online Place Attachment: Exploring Technological Ties to Physical Places Raz Schwartz 6. Location as a Sense Of Place: Everyday Life, Mobile and Spatial Practices in Urban Spaces Didem OEzkul 7. Performing City Transit Taien Ng Chan 8. Location-Based Gaming Apps and the Commercialization of Locative Media Dale Leorke 9. Houses in motion: An Overview of Gamification in the Context of Mobile Interfaces Nathan Hulsey Part III: Mobile Cities: Mapping, Architecture and Planning 10. Exploring Locative Media for Cultural Mapping Peter Hemmersam, Jonny Aspen, Andrew Morrison, Idunn Sem, & Martin Havnor 11. Designing for Mobile Activities: Wifi Hotspots, Users and the Relational Programming of Place Michael Doyle 12.The Power of Place and Perspective: Sensory Media and Situated Simulations in Urban Design Gunnar Liestol & Andrew Morrison 13. The Will to Connection: A Research Agenda for the "Programmable City" and an ICT "Toolbox" for Urban Planning Ole B. Jensen Epilogue 14. Restless: Locative Media as Generative Displacement Teri Rueb}, publisher={New York: Routledge, Taylor & Francis Group}, year={2015} } @inbook{de souza e silva_hjorth_2015, place={New York}, title={Playful Urban Spaces: A historical approach to mobile games}, volume={3}, booktitle={Mobile Technologies}, publisher={Routledge}, author={de Souza e Silva, A. and Hjorth, L.}, editor={Goggin, G. and Ling, R. and Hjorth, L.Editors}, year={2015}, pages={81–105} } @article{shklovski_de souza e silva_2013, title={AN URBAN ENCOUNTER: Realizing online connectedness through local urban play}, volume={16}, ISSN={["1369-118X"]}, url={http://dx.doi.org/10.1080/1369118X.2012.756049}, DOI={10.1080/1369118x.2012.756049}, abstractNote={Computing research has long been interested in location-aware mobile games, such as hybrid reality games, location-based games and urban games. With an increasingly pervasive IT infrastructure and comparatively affordable mobile devices, such games are becoming part of everyday play around the world. A study of an urban night-game called Encounter widely played in the Former Soviet Union and the Russian-speaking Diaspora is presented. The ways in which IT enables a complex interaction between the local experience of play in the urban environment and the geographically distributed nature of the player community are considered. The findings illustrate how this form of location-aware mobile game-play pulled together local engagement and global player communities into socio-technical assemblages, showing the interplay between local attachments, distant connections and the location-based communication in daily experience. The most important outcome of these games then was not the direct individual engagement with the urban environment through technology or the collaboration with strangers in the course of play (although these were the necessary prerequisites), but the social relationships that, while gained in-game, could be leveraged for civic engagement, belonging and mutual support. While the local, physical experience of the everyday and the game was important, the connections to the distributed community resulted in expanded horizons and changed the nature of the local experience as players felt they could belong to something larger than the locales they physically inhabited.}, number={3}, journal={INFORMATION COMMUNICATION & SOCIETY}, publisher={Informa UK Limited}, author={Shklovski, Irina and de Souza e Silva, Adriana}, year={2013}, month={Apr}, pages={340–361} } @article{ozkul_2013, title={Book Review: Eric Gordon and Adriana de Souza e Silva, Net Locality: Why Location Matters in a Networked World}, volume={35}, DOI={10.1177/0163443712473416}, number={3}, journal={Media, Culture & Society}, publisher={SAGE Publications}, author={Ozkul, Didem}, year={2013}, month={Apr}, pages={404–406} } @article{de souza e silva_2013, title={Location-aware mobile technologies: Historical, social and spatial approaches}, volume={1}, ISSN={2050-1579 2050-1587}, url={http://dx.doi.org/10.1177/2050157912459492}, DOI={10.1177/2050157912459492}, abstractNote={ With the popularization of smartphones, location-based services are increasingly part of everyday life. People use their cell phones to find nearby restaurants and friends in the vicinity, and track their children. Although location-based services have received sparse attention from mobile communication scholars to date, the ability to locate people and things with one’s cell phone is not new. Since the removal of GPS signal degradation in 2000, artists and researchers have been exploring how location-awareness influences mobility, spatiality, and sociability. Besides exploring the historical antecedents of today’s location-based services, this article focuses on the main social issues that emerge when location-aware technologies leave the strict domain of art and research and become part of everyday life: locational privacy, sociability, and spatiality. Finally, this article addresses two main topics that future mobile communication research that focuses on location-awareness should take into consideration: a shift in the meaning of location, and the adoption and appropriation of location-aware technologies in the global south. }, number={1}, journal={Mobile Media & Communication}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana}, year={2013}, month={Jan}, pages={116–121} } @inbook{de souza e silva_frith_2013, title={Location-aware technologies: Control and privacy in hybrid spaces}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84918854118&partnerID=MN8TOARS}, DOI={10.4324/9780203181096}, abstractNote={Communication has often been understood as a realm of immaterial, insubstantial phenomena—images, messages, thoughts, languages, cultures, and ideologies—mediating our embodied experience of the concrete world. Communication Matters challenges this view, assembling leading scholars in the fields of Communication, Rhetoric, and English to focus on the materiality of communication. Building on the work of materialist theorists such as Gilles Deleuze, Michel Foucault, Friedrich Kittler, and Henri Lefebvre, the essays collected here examine the materiality of discourse itself and the constitutive force of communication in the production of the real. Communication Matters presents original work that rethinks communication as material and situates materialist approaches to communication within the broader "materiality turn" emerging in the humanities and social sciences. This collection will be of interest to researchers and postgraduate students in Media, Communication Studies, and Rhetoric. The book includes images of the digital media installations of Francesca Talenti, Professor, Department of Communication Studies, University of North Carolina at Chapel Hill.}, booktitle={Communication Matters: Materialist Approaches to Media, Mobility, and Networks}, author={De Souza E Silva, A. and Frith, J.}, year={2013}, pages={265–275} } @inbook{de souza e silva_2013, title={Mobile narratives: Reading and writing urban space with location-based technologies}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84943188531&partnerID=MN8TOARS}, booktitle={Comparative Textual Media: Transforming the Humanities in the Postprint Era}, author={De Souza E Silva, A.}, year={2013}, pages={33–52} } @inbook{de souza e silva_gordon_2013, title={Net Locality}, ISBN={9781315857572 9781317934134 9780415667715}, url={http://dx.doi.org/10.4324/9781315857572.ch12}, DOI={10.4324/9781315857572.ch12}, booktitle={The Routledge Handbook of Mobilities}, publisher={Routledge}, author={de Souza e Silva, Adriana and Gordon, Eric}, editor={Adey, P. and Bissell, D. and Hannam, K. and Merriman, P. and Sheller, M.Editors}, year={2013} } @inbook{silva_frith_2013, title={Re-Narrating the city through the presentation of location}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84905025841&partnerID=MN8TOARS}, DOI={10.4324/9780203080788}, abstractNote={What happens when stories meet mobile media? In this cutting-edge collection, contributors explore digital storytelling in ways that look beyond the desktop to consider how stories can be told through mobile, locative, and pervasive technologies. This book offers dynamic insights about the new nature of narrative in the age of mobile media, studying digital stories that are site-specific, context-aware, and involve the reader in fascinating ways. Addressing important topics for scholars, students, and designers alike, this collection investigates the crucial questions for this emerging area of storytelling and electronic literature. Topics covered include the histories of site-specific narratives, issues in design and practice, space and mapping, mobile games, narrative interfaces, and the interplay between memory, history, and community.}, booktitle={The Mobile Story: Narrative Practices with Locative Technologies}, author={Silva, A. and Frith, J.}, year={2013}, pages={34–49} } @article{de souza e silva_2013, title={Tecnologias móveis de posicionamento: abordagens históricas, sociais e espaciais}, volume={27}, ISSN={1806-6925}, url={http://dx.doi.org/10.4013/ver.2013.27.64.03}, DOI={10.4013/ver.2013.27.64.03}, abstractNote={With the popularization of smartphones, location-based services are increasingly part of everyday live. People use their cell phones to find nearby restaurants, friends in the vicinity, and track their children. Although location-based services have received sparse attention from mobile communications cholars to date, the ability of locating people and things with one’s cell phone is not new. Since the removal of GPS signal degradation in 2000, artists and researchers have been exploring how location-awareness influences mobility, spatiality and sociability. Besides exploring the historical antecedents of today’s location-based services, this paper focuses on the main social issues that emerge when location-aware technologies leave the strict domain of art and research and become part of everyday life: locational privacy, sociability, and spatiality. Finally, this paper addresses two main topics that future mobile communication research that focus on location-awareness should take into consideration: a shift in the meaning of location, and the adoption and appropriation of location-aware technologies in the global south.}, number={64}, journal={Verso e Reverso}, publisher={UNISINOS - Universidade do Vale do Rio Dos Sinos}, author={de Souza e Silva, Adriana}, year={2013}, month={Mar}, pages={19–23} } @inbook{gordon_silva_2013, title={The urban dynamics of net localities: How mobile and location-aware technologies are transforming places}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84911133188&partnerID=MN8TOARS}, DOI={10.4324/9780203127551}, abstractNote={1: Theorising Place & Mobiles 1. Mobilising Place: Conceptual Currents and Controversies Rowan Wilken & Gerard Goggin 2. The Place of Mobility: Technology, Connectivity, and Individualization Jeff Malpas 3. Topologies of Human-Mobile-Assemblages Richard Ek 2: Media, Publics and Place-Making 4. When Urban Public Places Become 'Hybrid Ecologies': Proximity-based Game Encounters in Dragon Quest 9 in France and Japan Christian Licoppe and Yorika Inada 5. The Urban Dynamics of Net Localities: How Mobile and Location-Aware Technologies are Transforming Places Eric Gordon and Adriana de Souza e Silva 6. The Real Estate of the Trained Up Self: (Or is this England?) Caroline Bassett 3: Urbanity, Rurality, and the Scene of Mobiles 7. (Putting) Mobile Technologies in their Place: A Geographical Perspective Chris Gibson, Susan Luckman, and Chris Brennan-Horley 8. Still Mobile: A Case Study on Mobility, Home and Being Away in Shanghai Larissa Hjorth 9. Connection and Inspiration: Phenomenology, Mobile Communications, Place Iain Sutherland 4: Bodies, Screens, and Relations of Place 10. Going Wireless: Disengaging the Ethical Life Edward S. Casey 11. Parerga of the Third Screen: Mobile Media, Place and Presence Ingrid Richardson and Rowan Wilken 12. Encoding Place: The Politics of Mobile Location Technologies Gerard Goggin 13. The Infosphere, the Geosphere and the Mirror: The Geomedia-Based Normative Renegotiations of Body and Place Francesco Lapenta}, booktitle={Mobile Technology and Place}, author={Gordon, E. and Silva, A.}, year={2013}, pages={89–103} } @book{de souza e silva_frith_2012, title={Mobile interfaces in public spaces: locational privacy, control, and urban sociability}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84905519767&partnerID=MN8TOARS}, DOI={10.4324/9780203123966}, abstractNote={Mobile phones are no longer what they used to be. Not only can users connect to the Internet anywhere and anytime, they can also use their devices to map their precise geographic coordinates – and access location-specific information like restaurant reviews, historical information, and locations of other people nearby. The proliferation of location-aware mobile technologies calls for a new understanding of how we define public spaces, how we deal with locational privacy, and how networks of power are developed today. In Mobile Interfaces in Public Spaces, Adriana de Souza E. Silva and Jordan Frith examine these social and spatial changes by framing the development of location-aware technology within the context of other mobile and portable technologies such as the book, the Walkman, the iPod, and the mobile phone. These technologies work as interfaces to public spaces – that is, as symbolic systems that not only filter information but also reshape communication relationships and the environment in which social interaction takes place. Yet rather than detaching people from their surroundings, the authors suggest that location-aware technologies may ultimately strengthen our connections to locations.}, journal={Mobile Interfaces in Public Spaces: Locational Privacy, Control, and Urban Sociability}, publisher={New York: Routledge}, author={de Souza e Silva, A. and Frith, J.}, year={2012}, pages={1–209} } @misc{de souza e silva_gordon_2012, title={The Waning Distinction Between Private And Public}, url={http://dx.doi.org/10.1002/9781444361506.wbiems147}, DOI={10.1002/9781444361506.wbiems147}, abstractNote={Abstract}, journal={The International Encyclopedia of Media Studies}, publisher={Blackwell Publishing Ltd}, author={de Souza e Silva, Adriana and Gordon, Eric}, year={2012}, month={Dec} } @inbook{de souza e silva_2011, series={Architecture - Technology - Culture}, title={Art by Telephone: From Static to Mobile Interfaces}, url={http://dx.doi.org/10.1163/9789042031289_007}, DOI={10.1163/9789042031289_007}, booktitle={The Mobile Audience: Media Art and Mobile Technologies}, publisher={BRILL}, author={de Souza e Silva, Adriana}, editor={Rieser, MartinEditor}, year={2011}, month={Jan}, pages={67–79}, collection={Architecture - Technology - Culture} } @inbook{de souza e silva_frith_2011, place={New York}, title={Location-Aware Technologies: Control and privacy in hybrid spaces}, booktitle={Communication Matters: Materialist approaches to media, networks, and mobilities}, publisher={Routledge}, author={de Souza e Silva, A. and Frith, J.}, editor={Packer, J. and Wiley, S.Editors}, year={2011}, pages={265–275} } @article{sutko_de souza e silva_2011, title={Location-aware mobile media and urban sociability}, volume={13}, ISSN={["1461-7315"]}, url={http://dx.doi.org/10.1177/1461444810385202}, DOI={10.1177/1461444810385202}, abstractNote={ Location-aware mobile media allow users to see their locations on a map on their mobile phone screens. These applications either disclose the physical positions of known friends, or represent the locations of groups of unknown people. We call these interfaces eponymous and anonymous, respectively. This article presents our classification of eponymous and anonymous location-aware interfaces by investigating how these applications may require us to rethink our understanding of urban sociability, particularly how we coordinate and communicate in public spaces. We argue that common assumptions made about location-aware mobile media, namely their ability to increase one’s spatial awareness and to encourage one to meet more people in public spaces, might be fallacious due to pre-existing practices of sociability in the city. We explore these issues in the light of three bodies of theory: Goffman’s presentation of self in everyday life, Simmel’s ideas on sociability, and Lehtonen and Mäenpää’s concept of street sociability. }, number={5}, journal={NEW MEDIA & SOCIETY}, publisher={SAGE Publications}, author={Sutko, Daniel M. and de Souza e Silva, Adriana}, year={2011}, month={Aug}, pages={807–823} } @article{de souza e silva_sutko_salis_silva_2011, title={Mobile phone appropriation in the favelas of Rio de Janeiro, Brazil}, volume={13}, ISSN={["1461-7315"]}, url={http://dx.doi.org/10.1177/1461444810393901}, DOI={10.1177/1461444810393901}, abstractNote={This qualitative case study describes the social appropriation of mobile phones among low-income communities in Rio de Janeiro (Brazil) by asking how favela (slum) residents appropriate cell phones. Findings highlight the difficulty these populations encounter in acquiring and using cell phones due to social and economic factors, and the consequent subversive or illegal tactics used to gain access to such technology. Moreover, these tactics are embedded in and exemplars of the cyclic power relationships between high-and low-income populations that constitute the unique use of mobile technologies in these Brazilian slums. The article concludes by suggesting that future research on technology in low-income communities focus instead on the relationship of people to technology rather than a dichotomization of their access or lack thereof.}, number={3}, journal={NEW MEDIA & SOCIETY}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana and Sutko, Daniel M. and Salis, Fernando A. and Silva, Claudio}, year={2011}, month={May}, pages={411–426} } @book{net locality_2011, year={2011} } @book{net locality_2011, year={2011} } @book{net locality_2011, year={2011} } @book{net locality_2011, year={2011} } @book{gordon_de souza e silva_2011, title={Net Locality: Why Location Matters in a Networked World}, ISBN={1405180609}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84891583965&partnerID=MN8TOARS}, DOI={10.1002/9781444340679}, journal={Molecular Ecology Notes}, publisher={Malden, MA : Blackwell-Wiley}, author={Gordon, E. and de Souza e Silva, A.}, year={2011} } @inbook{de souza e silva_sutko_2011, place={New York}, title={Placing Location-Aware Media in a History of the Virtual}, booktitle={The Long History of New Media: Technology, historiography, and newness in context}, publisher={Peter Lang Publishers}, author={de Souza e Silva, A. and Sutko, D.M.}, editor={Park, D.W. and Jones, S. and Jankowski, N.W.Editors}, year={2011}, pages={299–316} } @article{de souza e silva_sutko_2011, title={Theorizing Locative Technologies Through Philosophies of the Virtual}, volume={21}, ISSN={["1468-2885"]}, url={http://dx.doi.org/10.1111/j.1468-2885.2010.01374.x}, DOI={10.1111/j.1468-2885.2010.01374.x}, abstractNote={The concept of the virtual along with the philosophical traditions it invokes has received sparse attention in the communication literature, even though the term “virtual” is used so readily to refer to new information and communication technologies (ICTs). In this article, we argue that philosophies of the virtual that dichotomize reality/representation, although perhaps sufficient for analyzing human–computer interfaces through the 21st century, are inadequate for developing theoretical approaches to understanding location-based technologies. We thus summarize different philosophies of the virtual to propose a theoretical framework for the study of locative technologies. We do so to open up an understanding of the practical effects of locative technologies in lived experience and use examples of that experience to show motivations for shifts in theory.}, number={1}, journal={COMMUNICATION THEORY}, publisher={Oxford University Press (OUP)}, author={de Souza e Silva, Adriana and Sutko, Daniel M.}, year={2011}, month={Feb}, pages={23–42} } @article{de souza e silva_frith_2010, title={Locational privacy in public spaces: Media discourses on location-aware mobile technologies}, volume={3}, ISSN={1753-9129}, url={http://dx.doi.org/10.1111/j.1753-9137.2010.01083.x}, DOI={10.1111/j.1753-9137.2010.01083.x}, abstractNote={This article analyzes 4 months of popular press articles from major publications about location-aware mobile phones. Our results identify 2 main areas: the control these devices offer over public spaces and the lack of control users have over their location information. This lack of control is often framed as a lack of privacy. We argue that the ability to control and personalize public spaces is not new because previous types of portable media already allowed users to manage interactions with public spaces. However, issues of privacy and control over public spaces are more pronounced with location-aware technologies. Our conclusions suggest that popular press discourses often overlook more complex social issues related to privacy in public spaces. La Privacidad de la Locacion en los Espacios Publicos: Los Discursos de los Medios sobre las Tecnologias Moviles de Deteccion de la Locacion Adriana de Souza e Silva & Jordan Frith Department of Communication, North Carolina State University, Raleigh, NC, USA Resumen Este articulo analiza 4 meses de los articulos populares de la prensa de las mayores publicaciones sobre la deteccion de la locacion de los telefonos moviles. Nuestros resultados identificaron 2 areas principales: el control que estos aparatos ofrecen sobre los espacios publicos y la falta de control que los usuarios tienen sobre la informacion de su locacion. Esta falta de control es a menudo encuadrada como una falta de privacidad. Arguimos que la habilidad de controlar y personalizar los espacios publicos no es algo nuevo porque previos tipos de medios portables ya permitieron a sus usuarios manejar las interacciones con los espacios publicos. No obstante, los asuntos de privacidad y control sobre los espacios publicos son mas pronunciados con las tecnologias de deteccion de locacion. Nuestras conclusiones sugieren que los discursos de la prensa popular a menudo no dejan ver los asuntos sociales mas complejos relacionados con la privacidad en los espacios publicos. L’intimite de localisation dans les espaces publics : discours mediatiques sur les technologies mobiles informees de notre localisation Adriana de Souza e Silva & Jordan Frith Cet article analyse quatre mois d’articles tires de la presse populaire, dans des publications importantes, portant sur les telephones mobiles informes de la localisation de leurs utilisateurs. Nos resultats identifient deux themes principaux : le controle qu’offrent ces appareil sur les espaces publics et le manque de controle des usagers quant a ces informations de localisation. Ce manque de controle est souvent cadre comme etant une absence de vie privee et d’intimite. Nous soutenons que la capacitea controler et a personnaliser les espaces publics n’est pas nouvelle, puisque des types precedents de medias portatifs permettaient deja aux usagers de gerer leurs interactions avec les espaces publics. Cependant, les enjeux de vie privee et de controle sur les espaces publics sont plus marques avec ces technologies informees de la localisation de leurs usagers. Nos conclusions indiquent que les discours dans la presse populaire negligent souvent des enjeux plus complexes lies a la vie privee dans les espaces publics. Lokale Privatheit im offentlichen Raum: Mediendiskurse uber Mobiltechnologien mit Geolokation-Funktion Adriana de Souza e Silva & Jordan Frith Uber einen Zeitraum von vier Monaten analysiert dieser Artikel beliebte Presseartikel bekannter Publikationen zum Thema Mobiltelefone mit Geolokation-Funktion. Unsere Analyse zeigt zwei Hauptergebnisfelder: Zum einen die Kontrolle, die solche Gerate uber den offentlichen Raum bieten, und zum anderen die fehlende Kontrolle, die Nutzer uber ihre Lageinformationen haben. Diese fehlende Kontrolle wird oft als fehlende Privatheit diskutiert. Wir argumentieren, dass die Fahigkeit den offentlichen Raum zu kontrollieren und zu personalisieren nicht neu ist, da auch Vorgangermodelle tragbarer Medien dem Nutzer die Moglichkeit geboten haben, die Interaktionen mit offentlichen Raumen zu managen. Dennoch sind Aspekte von Privatheit und Kontrolle bei Technologien mit Geolokation pravalenter. Wir kommen also zu dem Schluss, dass der aktuelle Pressediskurs die komplexeren sozialen Aspekte zum Thema Privatheit in offentlichen Raumen oft nur unzureichend betrachtet.}, number={4}, journal={Communication, Culture & Critique}, publisher={Oxford University Press (OUP)}, author={de Souza e Silva, A. and Frith, J.}, year={2010}, pages={503–525} } @article{de souza e silva_frith_2010, title={Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces}, volume={5}, ISSN={["1745-011X"]}, url={http://dx.doi.org/10.1080/17450101.2010.510332}, DOI={10.1080/17450101.2010.510332}, abstractNote={Abstract This study conceptualizes the new spatial logic created by the social use of location aware mobile technologies, analyzing how mobile communities are formed by the mapping of social networks in urban spaces. It explores two main areas with the goal of understanding how locative mobile social networks (LMSNs) challenge the traditional logic of networks. First, it conceptualizes LMSNs by comparing them to (1) traditional transportation and communication networks, and (2) mobile social networks (MSNs). Second, the paper discusses potential social implications of LMSNs, such as privacy, surveillance, and social exclusion.}, number={4}, journal={MOBILITIES}, publisher={Informa UK Limited}, author={de Souza e Silva, Adriana and Frith, Jordan}, year={2010}, pages={485–505} } @book{digital cityscapes_2009, year={2009} } @book{de souza e silva_sutko_2009, title={Digital cityscapes: Merging digital and urban playspaces}, ISBN={9781433105326}, publisher={New York: P. Lang}, year={2009} } @article{de souza e silva_2009, title={Hybrid Reality and Location-Based Gaming: Redefining Mobility and Game Spaces in Urban Environments}, volume={40}, ISSN={["1552-826X"]}, url={http://dx.doi.org/10.1177/1046878108314643}, DOI={10.1177/1046878108314643}, abstractNote={ Hybrid reality games and location-based mobile games use urban spaces as the game scenario and are played with the aid of mobile technologies equipped with location awareness and Internet connection. This article conceptualizes hybrid reality and location-based mobile games within the area of game studies via their three main characteristics: mobility, sociability, and spatiality. In addition, the article proposes a theoretical framework for studying these games focusing on the possible implications of transforming urban spaces in playful environments. Last, one location-based mobile game, BOTFIGHTERS, and one hybrid reality game, CAN YOU SEE ME NOW? are used as examples of how these games (a) create a new logic of game space, (b) transform the relationship between serious life and playful spaces, and (c) transform the perception of urban spaces and patterns of mobility through the city. }, number={3}, journal={SIMULATION & GAMING}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana}, year={2009}, month={Jun}, pages={404–424} } @inbook{de souza e silva_sutko_2009, place={New York}, title={Merging Digital and Urban Playspaces: An introduction to the field}, booktitle={Digital Cityscapes: Merging digital and urban playspaces}, publisher={Peter Lang Publishers}, author={de Souza e Silva, A. and Sutko, D.M.}, editor={de Souza e Silva, A. and Sutko, D.M.Editors}, year={2009}, pages={1–20} } @inbook{dannels_de souza e silva_2009, place={New York}, title={OnSite and Engaged: Hybrid reality games in communication across the curriculum}, booktitle={Digital Cityscapes: Merging digital and urban playspaces}, publisher={Peter Lang Publishers}, author={Dannels, D.P. and de Souza e Silva, A.}, editor={de Souza e Silva, A. and Sutko, D.M.Editors}, year={2009}, pages={321–338} } @article{de souza e silva_hjorth_2009, title={Playful Urban Spaces}, volume={40}, ISSN={1046-8781 1552-826X}, url={http://dx.doi.org/10.1177/1046878109333723}, DOI={10.1177/1046878109333723}, abstractNote={ This article provides a historical overview of the development of urban, location-based, and hybrid-reality mobile games. It investigates the extent to which urban spaces have been used as playful spaces prior to the advent of mobile technologies to show how the concept of play has been enacted in urban spaces through three historical tropes of urbanity: first, the transformation of Baudelaire’s flâneur into what Robert Luke (2006) calls the “phoneur”; second, the idea of dérive as used by situationist Guy Débord; and last, the wall subculture called parkour. The authors present a classification of the major types of mobile games to date, addressing how they reenact this older meaning of play apparent within these former tropes of urbanity. With this approach, they hope to address two weaknesses in the current scholarship—namely, differentiating among a range of types of games mediated by mobile technologies and assessing the important effects of playful activities. }, number={5}, journal={Simulation & Gaming}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana and Hjorth, Larissa}, year={2009}, month={Apr}, pages={602–625} } @article{de souza e silva_2009, title={Playful urban spaces: A historical approach to mobile games}, volume={40}, number={5}, journal={Simulation & Gaming}, author={de Souza e Silva, A.}, year={2009}, pages={602–625} } @article{de souza e silva_2008, title={Alien Revolt (2005-2007): A case study of the first location-based mobile game in Brazil}, volume={27}, ISSN={["1937-416X"]}, url={http://dx.doi.org/10.1109/MTS.2008.918036}, DOI={10.1109/mts.2008.918036}, abstractNote={Location-aware technology and Internet connectivity embedded in mobile phones allow users to navigate physical spaces and be connected to other users, bringing many activities formerly performed "online" to physical hybrid spaces. Among such activities are location-based mobile games (LBMGs), which use urban spaces as the game scenario. This article is a case study of Alien Revolt (2005-2007), the first Brazilian LBMG, released in 2005 by the company Mind Corporation and the operator Oi in Rio de Janeiro. The game uses Java-enabled cell phones equipped with location awareness to transform the city into a battlefield. Following much of the Swedish game Botfighters' (2001-2005) idea, the first LBMG, Alien Revolt's goal involves virtually shooting other players within a specific radius in the city space. Alien Revolt exemplifies how cell phones strengthen users' connections to physical space, because they are used as collective communication devices, rather than personal private technologies. Moreover, when used for location-based activities, the cell phone plays the role of a location aware technology, rather than a mobile telephone used for two-way voice communication.}, number={1}, journal={IEEE TECHNOLOGY AND SOCIETY MAGAZINE}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={de Souza e Silva, Adriana}, year={2008}, pages={18–28} } @inbook{de souza e silva_2008, title={Mobile technologies as interfaces of hybrid spaces}, ISBN={9780415410670}, booktitle={The Cybercultures reader. (2nd ed.)}, publisher={London; New York: Routledge}, author={de Souza e Silva, A.}, editor={Bell, D. and Kennedy, B.Editors}, year={2008}, pages={757–772} } @article{de souza e silva_sutko_2008, title={Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary}, volume={25}, ISSN={["1479-5809"]}, url={http://dx.doi.org/10.1080/15295030802468081}, DOI={10.1080/15295030802468081}, abstractNote={Hybrid reality games (HRGs) employ mobile technologies equipped with Internet access and location awareness to create a multiuser game space that occurs simultaneously in physical, digital, and represented spaces as denoted by the player's mobility. This essay analyzes and compares two HRGs: I Like Frank and Day of the Figurines. The goal is to understand games and play as activities intrinsically and inseparably connected to our physical spaces and to our daily lives by focusing on the interconnection between play and ordinary life, game community, and player identity. The essay also interrogates how these games reconfigure and reflect current concepts of surveillance, community and anonymity in city spaces. The development of these concepts expands current research about how new Internet-connected mobile communication technologies change our experience of physical spaces by adding to them imaginary playful layers that influence player mobility through the city and promote singular types of interactions among physical, digital and represented spaces. Our analysis considers the intertwined and complex consequences of HRGs and other locative media, illustrating how such media can both normalize and provide modes of resistance to certain power relationships.}, number={5}, journal={CRITICAL STUDIES IN MEDIA COMMUNICATION}, publisher={Informa UK Limited}, author={de Souza e Silva, Adriana and Sutko, Daniel M.}, year={2008}, pages={447–465} } @article{de souza e silva_2008, title={Technology appropriation and social change: A study of the use of cell phones among low-income communities in Rio de Janeiro}, volume={20}, journal={Vodafone Receiver}, author={de Souza e Silva, A.}, year={2008} } @article{de souza e silva_sutko_2008, title={Using cities as game boards}, volume={3}, number={5}, journal={Communication Currents}, author={de Souza e Silva, A. and Sutko, D.M.}, year={2008} } @inbook{de souza e silva_2007, place={Dordrecht}, series={The GeoJournal Library}, title={Cell phones and places: The use of mobile technologies in Brazil}, volume={88}, ISBN={9781402054266 9781402054273}, ISSN={0924-5499}, url={http://dx.doi.org/10.1007/1-4020-5427-0_19}, DOI={10.1007/1-4020-5427-0_19}, abstractNote={Mobile phones are increasingly pervasive technologies in contemporary society. Worldwide cell phones have largely surpassed the number of PCs,1 and appear to be surpassing the popularity of TV sets (Rice & Katz, 2003, p. 598). However, it is not possible to define a monolithic global cell phone culture. The mobile interface is used significantly differently in distinct parts of the world, depending on cultural, social, and economic local specificities. Even within specific countries and regions, there are substantial differences in the use of technology as a result of many factors, including age, culture, socioeconomic distribution, and instruction level. The use we make of technology does not depend solely on the technology per se, but is intrinsically connected to how the technology is culturally embedded in social practices. This paper is an early exploration of the reasons for the exponential growth and social uses of mobile technologies in Brazil, a developing country, with wideranging social and economic diversity. This study aims at contextualizing three research questions to the Brazilian situation: (1) How do low income communities appropriate technology in unusual ways based on price policies and technology availability? (2) To what degree does the increasingly pervasiveness of cell phones transform them into social collective technologies? (3) How the initial idea of the digital divide should be redefined when cell phones replace not only landlines, but also personal computers? With the goal of answering the above-mentioned questions, this article is structured in two main parts. The first two questions are addressed with a comparison between low income2 and high income population3 use of cell phones in Brazil. It looks at how cell phone usage is shaped by the availability of technology, focusing on two factors that promoted cell phone growth in the country: poor landline infrastructure and the emergence of pre-paid phones. It also gives an overview of the mobile services available in the country for the}, booktitle={Societies and Cities in the Age of Instant Access}, publisher={Springer}, author={de Souza e Silva, A.}, year={2007}, pages={295–301}, collection={The GeoJournal Library} } @inbook{de souza e silva_2007, place={London, New York}, title={From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces}, booktitle={The Cybercultures Reader 2.0}, publisher={Routledge}, author={de Souza e Silva, A.}, editor={Bell, D. and Kennedy, B.Editors}, year={2007}, pages={757–772} } @inbook{de souza e silva_2007, title={eXistenZ: From fiction to reality}, ISBN={9783764384142}, booktitle={Space Time Play: Computer games, architecture and urbanism: The next level}, publisher={Basel; Boston: Birkhauser}, author={de Souza e Silva, A.}, editor={F. Borries, S. Walz and Bottger, M.Editors}, year={2007}, pages={316–317} } @inbook{de souza e silva_2006, title={Do ciber ao hibrido: Tecnologias móveis como interfaces de espaços hibridos}, booktitle={Imagem (IR) Realidade}, publisher={Porto Alegre: Editora Sulina}, author={de Souza e Silva, A.}, year={2006}, pages={21–51} } @article{de souza e silva_2006, title={From cyber to hybrid: Mobile technologies as interfaces of hybrid spaces}, volume={9}, ISSN={1206-3312 1552-8308}, url={http://dx.doi.org/10.1177/1206331206289022}, DOI={10.1177/1206331206289022}, abstractNote={Hybrid spaces arise when virtual communities (chats, multiuser domains, and massively multi-player online role-playing games), previously enacted in what was conceptualized as cyberspace, migrate to physical spaces because of the use of mobile technologies as interfaces. Mobile interfaces such as cell phones allow users to be constantly connected to the Internet while walking through urban spaces. This article defines hybrid spaces in the light of three major shifts in the interaction between mobile technology and spaces. First, it investigates how the use of mobile technologies as connection interfaces blurs the traditional borders between physical and digital spaces. Second, it argues that the shift from static to mobile interfaces brings social networks into physical spaces. Finally, it explores how urban spaces are reconfigured when they become hybrid spaces. For this purpose, hybrid spaces are conceptualized according to three distinct but overlapping trends: hybrid spaces as connected spaces, as mobile spaces, and as social spaces.}, number={3}, journal={Space and Culture}, publisher={SAGE Publications}, author={de Souza e Silva, A.}, year={2006}, pages={261–278} } @inbook{de souza e silva_2006, title={From multiuser environments as space to space as a multiuser environment: Cell phones in art and public spaces}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84947718450&partnerID=MN8TOARS}, booktitle={Engineering Nature: Art and Consciousness in the Post-Biological Era}, author={De Souza E Silva, A.}, year={2006}, pages={171–176} } @article{silva_delacruz_2006, title={Hybrid reality games reframed: Potential uses in educational contexts}, volume={1}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-54449091695&partnerID=MN8TOARS}, DOI={10.1177/1555412006290443}, abstractNote={Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated environments, which mimic the physical world, HRGs make use of physical world immersion by merging physical and digital spaces. Online multiuser environments already connect users who do not share contiguous spaces. With mobile devices, players may additionally incorporate interactions with the surrounding physical space. This article is a speculative study about the potential uses of HRGs in education, as activities responsible for taking learning practices outside the closed classroom environment into open, public spaces. Adopting the framework of sociocultural learning theory, the authors analyze design elements of existing HRGs, such as mobility and location awareness, collaboration/sociability, and the configuration of the game space, with the aim of reframing these games into an educational context to foresee how future games might contribute to discovery and learning.}, number={3}, journal={Games and Culture}, author={Silva, Adriana and Delacruz, G.C.}, year={2006}, pages={231–251} } @inbook{de souza e silva_2006, title={Interfaces of hybrid spaces}, ISBN={0820479195}, booktitle={The cell phone Reader: Essays in social transformation}, publisher={New York, NY: Peter Lang}, author={de Souza e Silva, A.}, year={2006}, pages={19–44} } @article{silva_2006, title={Re-conceptualizing the mobile phone - From telephone to collective interfaces}, volume={4}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-33749158250&partnerID=MN8TOARS}, number={2}, journal={Australian Journal of Emerging Technologies and Society}, author={Silva, A.}, year={2006}, pages={108–127} } @article{de souza e silva_2006, title={Re-conceptualizing the mobile phone: From Telephone to collective interfaces}, volume={4}, number={2}, journal={Australian Journal of Emerging Technologies and Society}, author={de Souza e Silva, A.}, year={2006}, pages={108–127} } @article{de souza e silva_2005, title={Entre o real e o virtual [In between the real and the virtual]}, volume={3}, number={23}, journal={Mobilidade Brasil Newsletter}, author={de Souza e Silva, A.}, year={2005} } @article{de souza e silva_2005, title={Posicionamento: criando novos significados para a tecnologia celular [Location-awareness: creating new meanings for cellular technology]}, volume={XXVII}, number={1176}, journal={Meio&Mensagem (Mídia&Mercado)}, author={de Souza e Silva, A.}, year={2005}, pages={13} } @book{de souza e silva_2004, place={Nottingham}, title={Are cell phones new media? Hybrid communities and collective authorship}, journal={trAce Online Writing Centre}, institution={The Nottingham Trent University}, author={de Souza e Silva, A.}, year={2004} } @article{de souza e silva_2004, title={Art by telephone: From static to mobile interfaces}, volume={12}, number={10}, journal={Leonardo Electronic Almanac}, author={de Souza e Silva, A.}, year={2004} } @inbook{de souza e silva_2004, place={Porto Alegre}, title={Arte e Tecnologias Móveis: Hibridizando espaços públicos [Art and mobile technologies: The hybridization of public spaces}, booktitle={Tramas da Rede: Novas dimensões filosóficas, estéticas e políticas da comunicação [Network trams: New phylosophical, aesthetical, and political dimensions of communication}, publisher={Editora Sulinas}, author={de Souza e Silva, A.}, editor={Parente, A.Editor}, year={2004}, pages={282–297} } @inbook{de souza e silva_2004, title={Arte e tecnologias Móveis: Hibridizando espaços públicos}, booktitle={Tramas da Rede. Novas dimensões filosóficas, estéticas e politicas da comunicação}, publisher={Porto Alegre: Editora Sulina}, author={de Souza e Silva, A.}, year={2004}, pages={282–297} } @article{de souza e silva_2004, title={Arte, interfaces gráficas e espaços virtuais}, volume={2}, number={4}, journal={Ars}, author={de Souza e Silva, A.}, year={2004}, pages={78–97} } @article{de souza e silva_2004, title={From multiuser environments as (virtual) spaces to (hybrid) spaces as multiuser environments: Nomadic technology devices and hybrid communication places}, volume={12}, number={5}, journal={Leonardo Electronic Almanac}, author={de Souza e Silva, A.}, year={2004} } @article{de souza e silva_2004, title={From simulations to hybrid space: How nomadic technologies change the real}, volume={1}, DOI={10.1386/tear.1.3.209/1}, abstractNote={This paper states that the concept of real is modified by the emergence of nomadic technology devices, which are responsible for creating a hybrid reality that merges physical and digital spaces. The concept of virtual space is analysed from the perspective of arts and science fiction. The first section shows how the concept of virtual space as a mindspace has been developed. The idea of cyberspace as a place for the mind emphasizes the traditional Cartesian doubt, that is, does the mental image correspond to the real? In the second section, the paper argues that the concept of virtual changes, since it can no longer be considered a disjoint from physical space; rather, it belongs to it. Finally, the movies The Thirteenth Floor (Rusnak 1999) and The Matrix (Wachowski and Wachowski 1999) are case studies that illustrate how the idea of inhabiting a virtual space has changed from the traditional notion of virtual space as a place for the mind to a hybrid space that is part of our lives. As a result, it amplifies the notion of what the real can be.}, number={3}, journal={Technoetic Arts}, author={de Souza e Silva, A.}, year={2004}, pages={209–221} } @article{de souza e silva_2004, title={Mobile Networks and Public Spaces: Bringing Multiuser Environments into the Physical Space}, volume={10}, ISSN={1354-8565 1748-7382}, url={http://dx.doi.org/10.1177/135485650401000203}, DOI={10.1177/135485650401000203}, abstractNote={Bjorn ldren lay fast asleep on the couch in front of his TV last month when his cell phone gave an ominous series of beeps. An incoming call? Nope. It was a drive-by shooting. ’Bjorn, wake up’, shouted his girlfriend, Sophia Eriksson, 26. ’Someone is shooting at you!’ Rather than dive under the couch or reach for a sidearm, ldren, 28, grabbed his phone. Too late. He had taken a wireless bullet.’ (13 May 2003).}, number={2}, journal={Convergence: The International Journal of Research into New Media Technologies}, publisher={SAGE Publications}, author={de Souza e Silva, Adriana}, year={2004}, month={Jun}, pages={15–25} } @inbook{de souza e silva_2004, title={The invisible imaginary: Museum spaces, hybrid reality and nanotechnology}, ISBN={1841501131}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84890715636&partnerID=MN8TOARS}, booktitle={NanoCulture: Implications of the new technoscience}, publisher={Bristol, UK; Portland, OR: Intellect Books}, author={de Souza e Silva, A.}, year={2004}, pages={27–46} } @article{de souza e silva_2003, title={Design, interface of contemporary}, volume={11}, number={8}, journal={Leonardo Electronic Almanac}, author={de Souza e Silva, A.}, year={2003} } @inproceedings{de souza e silva_2003, title={From MUDs as Space to Space as a MUD: Cell phones in art and public spaces}, booktitle={Consciousness Reframed 5: Art and consciousness in the post-biological era}, author={de Souza e Silva, A.}, year={2003} } @inproceedings{de souza e silva_2003, title={From MUDs as space to space as a MUDs: A study about cell phones}, booktitle={Life by design: Everyday digital culture}, publisher={Irvine, CA}, author={de Souza e Silva, A.}, editor={Christensen, U. and Cahill, J. and Crockett, T. and Cooley, H. and Phillips, N. and Hodapp, D.Editors}, year={2003} } @article{de souza e silva_2003, title={Hybrid spaces in art and science fiction: From cyberspace to mobile interfaces}, volume={1}, number={1}, journal={Contemporanea (Bahia, Brasil)}, author={de Souza e Silva, A.}, year={2003}, pages={223–247} } @inproceedings{de souza e silva_winkler_2002, title={DATABASE}, volume={6}, booktitle={SIGraDi: VI Ibero-American Congress of Digital Graphics}, author={de Souza e Silva, A. and Winkler, F.}, year={2002}, pages={204–207} } @article{de souza e silva_2001, title={De redes sociais na Internet para redes móveis no espaco hibrido: Um estudo sobre telefones celulares}, volume={8}, number={12-13}, journal={Serie Documenta}, author={de Souza e Silva, A.}, year={2001}, pages={111–130} } @article{de souza e silva_2001, title={Zou como estar imerso no espaço digital}, volume={1}, number={6}, journal={404nOtfound}, author={de Souza e Silva, A.}, year={2001} } @inproceedings{de souza e silva_2000, title={Habitar o digital [Inhabiting the digital]}, booktitle={SIGraDi: IV Ibero-American Congress of Digital Graphics, 4}, publisher={Rio de Janeiro, Brazil}, author={de Souza e Silva, A.}, year={2000}, pages={307–309} } @inbook{duarte_de souza e silva, place={Brasília}, title={Arte.mov, Mobilefest e o surgimento de uma cultura da mobilidade no Brasil}, booktitle={Urbanidade / Mediações}, publisher={Estereográfica Editorial}, author={Duarte, F. and de Souza e Silva, A.}, editor={Santos, F. and Câmara, R.Editors}, pages={119–139} } @inbook{de souza e silva, place={New York}, title={From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces}, volume={3}, booktitle={Mobile Technologies}, publisher={Routledge}, author={de Souza e Silva, A.}, editor={Goggin, G. and Ling, R. and Hjorth, L.Editors}, pages={18–39} }