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Making the COVID-19 Pandemic Visible

de Souza e Silva, A. (2022). Making the COVID-19 Pandemic Visible: The power of grass-roots mapping initiatives. International Journal of Communication, 16, 3988-4007. Abstract: Since March 2020, digital maps have been used around the world to spatially display COVID-19 cases and deaths. Some of these maps aggregate official government data, ...
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Playful Mobilities in the Global South

Souza e Silva, A., Glover-Rijkse, R., Njathi, A., & De Cunto Bueno, D. (2023) Playful Mobilities in the Global South: A study of Pokémon Go play in Rio de Janeiro and Nairobi. New Media & Society, 25(5) 963-979. DOI: 10.1177/14614448211016400. Abstract: Pokémon Go is the most popular location-based game worldwide. ...
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Exploring the Material Conditions of Pokémon Go Play in Rio de Janeiro and Nairobi

Souza e Silva, A., Glover-Rijkse, R., Njathi, A., & De Cunto Bueno, D. (2021). Exploring the Material Conditions of Pokémon Go Play in Rio de Janeiro and Nairobi. Information, Communication and Society. DOI: 10.1080/1369118X.2021.1909098 Abstract: Pokémon Go offers an important locus for understanding how location-based mobile gaming practices interconnect with ...
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Mobile Networked Creativity

de Souza e Silva, A., & Xiong-Gum, M. (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] Abstract: Mobile networked creativity is an emergent practice that arises from the ongoing relationships among people and people with technologies—or networked ...
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Pokémon Go as an HRG

de Souza e Silva, A. (2016). Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces. Mobile Media and Communication, 5 (1), 20-23. DOI:10.1177/2050157916676232. Abstract: 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 ...
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Location-Aware Mobile Technologies

de Souza e Silva, A. (2013). Location-Aware Mobile Technologies: Historical, social, and spatial approaches. Mobile Media and Communication, 1 (1), 116-121. DOI: 10.1177/2050157912459492. Translation in Portuguese: de Souza e Silva, A. (2013). Tecnologias Móveis de Posicionamento: Abordagens históricas, sociais e espacias. Verso e Reverso, XXVII (64), 19-23. DOI: 10.4013/ver.2013.27.64.03. Abstract: With the popularization of smartphones, ...
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An Urban Encounter

Shklovski, I., & de Souza e Silva, A. (2012). An Urban Encounter: Realizing online connectedness through local urban play. Information, Communication and Society, 16 (3), 340-361. DOI: 10.1080/1369118X.2012.756049. Abstract: 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 ...
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Locational Privacy in Public Spaces

de Souza e Silva, A., & Frith, J. (2010). Locational Privacy in Public Spaces: Media discourses on location-aware mobile technologies. Communication, Culture and Critique, 3(4), 503-525. DOI: 10.1111/j.1753-9137.2010.01083.x. Abstract: This article analyzes 4 months of popular press articles from major publications about location-aware mobile phones. Our results identify 2 main areas: the ...
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Locative mobile social networks

de Souza e Silva, A., & Frith, J. (2010). Locative Mobile Social Networks: Mapping communication and location in urban spaces. Mobilities, 5 (4), 485-506. DOI: 10.1080/17450101.2010.510332. 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 ...
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Playful urban spaces

de Souza e Silva, A., & Hjorth, L. (2009). Playful urban spaces: A historical approach to mobile games. Simulation & Gaming, 40 (5), 602-625. DOI: 10.1177/1046878109333723. Abstract: 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 ...
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Hybrid Reality and Location-Based Gaming

de Souza e Silva, A. (2009). Hybrid Reality and Location-Based Gaming: Redefining mobility and game spaces in urban environments. Simulation & Gaming, 40 (3), 404-424. DOI: 10.1177/1046878108314643. Abstract: Hybrid reality games and location-based mobile games use urban spaces as the game scenario and are played with the aid of mobile technologies ...
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Playing life and living play

de Souza e Silva, A., & Sutko, D. (2008). Playing Life and Living Play: how hybrid reality games reframe space, play, and the ordinary. Critical Studies in Media Communication, 25 (5), 447-465. Abstract: Hybrid reality games (HRGs) employ mobile technologies equipped with Internet access and location awareness to create a multiuser ...
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Re-Conceptualizing the Mobile Phone

de Souza e Silva, A. (2006). Re-Conceptualizing the Mobile Phone: From telephone to collective interfaces. Australian Journal of Emerging Technologies and Society, 4 (2), 108-127. Abstract: interfaces change our relationship to space and create new social environments via media art and pervasive games. This paper conceptualizes mobile phones as beyond two-way voice ...
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Hybrid Reality Games Reframed

de Souza e Silva, A., & Delacruz, G. (2006). Hybrid Reality Games Reframed: Potential uses in educational contexts. Games and Culture, 1 (3), 231-251. DOI: 10.1177/1555412006290443. Abstract: 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 ...
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From Cyber to Hybrid

de Souza e Silva, A. (2006). From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces. Space & Culture, 9 (3), 261-278. DOI: 10.1177/1206331206289022. Reprint: de Souza e Silva, A. (2016). From Cyber to Hybrid: Mobile technologies as interfaces of hybrid spaces. In G. Goggin, R. Ling, & L. Hjorth (Eds.). Mobile Technologies, ...
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From Simulations to Hybrid Space

de Souza e Silva, A. (2004). From Simulations to Hybrid Space: How nomadic technologies change the real. Technoetic Arts: An international journal of speculative research, 1 (3), 209-221. Abstract: This paper states that the concept of real is modified by the emergence of nomadic technology devices, which are responsible for creating a ...