de Souza e Silva, A., Glover-Rijkse, R., & Njathi, A. (2020). Playful Mobilities in the Global South: A comparative study of Pokémon Go play between Rio de Janeiro and Nairobi. Association of Internet Researchers (AoIR) Annual Conference. October. [Video]
Editors: Larissa Hjorth, Adriana de Souza e Silva & Klare Lanson
Published: June 15, 2020
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In this companion, a diverse, international, and interdisciplinary group of contributors and editors examine the rapidly expanding, far-reaching field of mobile media as it intersects with art across a range of spaces—theoretical, practical and conceptual.
As a vehicle for, and of, the everyday, mobile media is recalibrating the relationship between art and digital networked media, and reshaping how creative practices such as writing, photography, video art and filmmaking are being conceptualized and practised. In exploring these innovations, The Routledge Companion to Mobile Media Art pulls together comprehensive, culturally-nuanced and interdisciplinary approaches; considerations of broader media ecologies and histories and political, social, and cultural dynamics; and critical and considered perspectives on the intersections between mobile media and art.
This book is the definitive publication for researchers, artists, and students interested in comprehending all the various aspects of mobile media art, covering digital media and culture, internet studies, games studies, anthropology, sociology, geography, media and communication, cultural studies and design.
de Souza e Silva, A., & Xiong, M. N. (2020). Mobile Networked Creativity: A theoretical framework for understanding creativity as survival. Communication Theory, 31 (4), 821-840. DOI: 10.1093/ct/qtaa006. [pre-print version]
“Mobile networked creativity is an emergent practice that arises from the ongoing relationships among people and people with technologies—or networked resources. In this article, we propose a concept of creativity as emerging from networked connections, (im)mobility, and situations of hardship. We, thus, make a connection between mobility and space as networked elements of creativity as opposed to individual agent models. We focus on how unplanned or emergent uses of digital technologies reveal how creative practices emerge, particularly in the context of mobile technology use where people are physically mobile and yet connected via the Internet. We define the concept of creativity as a constant process of becoming, a “recursive organization” that can be seen in groups such as migrants, or people living in disenfranchised communities that survive in make-shift locations such refugee camps or slums. Contrary to the affluent and capitalistic-embedded traditional ideas of creativity, mobile networked creativity is a practice that is found mostly in situations of economic hardship, power imbalances, and (im)mobilities.”
de Souza e Silva, A., & Glover-Rijkse, R. Location-based Traffic Apps in Rio de Janeiro: Rethinking micromobility as mobilities justice. In B. Kredell, G. Halegoua, & E. Stein (Eds.) The Routledge Companion to Media and the City. New York: Routledge
Editors: Adriana de Souza e Silva & Ragan Glover-Rijkse
Published: March 18, 2020
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This book explores hybrid play as a site of interdisciplinary activity―one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa.
A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
de Souza e Silva, A., & Xiong, Mai Nou (2019). Mobile Networked Creativity: Understanding creativity as open communication. Top Paper: International Communication Association (ICA) conference. Gold Coast, Australia: May 24. [Video]
OnSite (2009) explores the construction of Hybrid Reality Games (HRGs) for entertainment and educational purposes. HRGs are location-based games that take place simultaneously in two spaces: a digital online space and a physical environment. Equipped with GPS-enabled mobile phones, players in a pre-chosen physical location access location-based information about that space and interact with online players through text messages and voice communication. At the same time, online players track the real-time movement of physical players on an online map that represents the physical location while communicating with the players in the physical space. The collaborative and real-time coordination of HRGs make them especially suitable for educational contexts, as well as other situations that require remote and local networked interaction.
Concept and Coordination
Adriana de Souza e Silva
Programming and Implementation
Joyce Rudinsky, domain scientist for the arts and humanities at the Renaissance Computing Institute.
de Souza e Silva, A. (2019). Location-based Urban Mobile Apps in Rio de Janeiro: Towards a Model that Supports Perpetual Contact for Sustainable Mobilities. International Communication Association (ICA) conference. Washington, DC: May 24.
de Souza e Silva, A., & Damasceno, C. S. (2018). The history of mobile telephony in Brazil: Privatization, regulation, and access. #AoIR2018, Association of Internet Researchers (AoIR) Annual Conference. Montréal, Canada: October 10-13.
de Souza e Silva, A., Damasceno, C. S., Bueno, D. M., & Grandinetti, J. (Forthcoming). Urban mobility in context: A study about early adopters of location-based taxi-hailing apps. In: Ling, R., Goggin, G., Fortunati, L. Lim, S. S., & Li, Yuling (Eds.). Oxford Handbook of Mobile Communication, Culture, and Information (pp. 487-500). Oxford University Press.