de Souza e Silva, A., & Glover-Rijkse, R. (2023). Software Presentation: The Retro Mobile Gaming Database. Mobile Media & Communication, 1-6. DOI: 10.1177/20501579231155534.
de Souza e Silva, A., & Xiong-Gum, M. N. (2023). COVID-19 Now and Then: Reflections on mobile communication and the pandemic. Mobile Media & Communication, 11 (2). DOI: 10.1177/205015792311638. Abstract: The COVID-19 pandemic may soon be coming to its end, but COVID-19 still kills thousands of people every single day ...
de Souza e Silva, A. (2023). Hybrid Spaces 2.0: Connecting networked urbanism, uneven mobilities, and creativity in a (post)pandemic world. Mobile Media and Communication, 11 (1), 59-65. DOI: 10.1177/20501579221132118.
Hjorth, L., & de Souza e Silva, A. (Forthcoming). Playing with Place: Locative mobile games in post-pandemic public spaces. Mobile Media and Communication, 11 (1), 52-58. DOI: 10.1177/205015792211269.
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, ...
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. ...
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 ...
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 ...
de Souza e Silva, A., Duarte, F., & Damasceno, C. (2017). Creative Appropriations in Hybrid Spaces: Mobile interfaces in art and games in Brazil. International Journal of Communication, 11, 1705-1728.
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 ...
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, ...
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 ...
Sutko, D. M., & de Souza e Silva, A. (2011). Location-Aware Mobile Media and Urban Sociability. New Media & Society, 13 (5), 807-823. DOI:10.1177/1461444810385202. Abstract: 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 ...
de Souza e Silva, A., Sutko, D. M., Salis, F., & de Souza e Silva, C. (2011). Mobile Phone Appropriation in the Favelas of Rio de Janeiro, Brazil. New Media & Society, 13 (3), 411-423. DOI:10.1177/1461444810393901. Abstract: This qualitative case study describes the social appropriation of mobile phones among low-income communities in ...
de Souza e Silva, A., & Sutko, D. M. (2011). Theorizing Locative Media Through Philosophies of the Virtual. Communication Theory, 21 (1), 23-42. DOI: 10.1111/j.1468-2885.2010.01374.x. Abstract: 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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
de Souza e Silva, A. (2008). Alien-Revolt: A case study of the first location-based mobile game in Brazil. IEEE Technology and Society Magazine, 27 (1), 18-28. Abstract: 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 ...
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 ...
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 ...
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, ...
de Souza e Silva, A. (2004). Arte, Interfaces Gráficas e Espaços Virtuais. Ars: Revista do Departamento de Artes Plásticas da Escola de Comunicação e Artes da Universidade de São Paulo, 2 (4), 78-97.
de Souza e Silva, A. (2004). Mobile Networks and Public Spaces: Bringing multiuser environments into the physical space. Convergence: The journal of research into new media technologies, 10 (1), 15-25. DOI: 10.1177/135485650401000203.
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 ...
de Souza e Silva, A. (2003). Hybrid Spaces in Art and Science Fiction: From cyberspace to mobile interfaces. Contemporânea: Journal of the graduate program in communications and contemporary cultures at the Federal University of Bahia, Brasil, 1 (1), 223-247.
de Souza e Silva, A. (2001-2002). De redes sociais na Internet para redes móveis no espaco híbrido: Um estudo sobre telefones celulares. Série Documenta: Journal of the graduate program in psycho-sociology and social ecology at the Federal University of Rio de Janeiro, Brazil, 8 (12-13), 111-130.
de Souza e Silva, A., & Ferreira, L. (2001). Z — ou como estar imerso no espaço digital. 404nOtFound: Jornal de Ciberpesquisa, Center for Studies and Research on Cyberculture, 1 (6).