in Publications, Recent Scholarship,

Hybrid Spaces 2.0

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.
in Publications, Recent Scholarship,

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, ...
in Interviews, Publications,

Podcast: Digital Mapping and the Pandemic

NC State News Podcasts: Digital Mapping and the Pandemic -- an interview with Tracey Peake NCSU News. NC State University. Dec. 8th, 2021. "Digital mapping is a versatile tool. It can be used for everything from real time navigation to tracking the course of a pandemic. Adriana de Souza e ...
in Journal Articles, Publications,

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. ...
in Books, Publications,

The Routledge Companion to Mobile Media Art

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 ...
in Journal Articles, Publications,

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 ...
in Book Chapters, Publications,

Urban Mobility in Context

de Souza e Silva, A., Damasceno, C. S., Bueno, D. M., & Grandinetti, J. (2020). 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 and Society (pp. ...
in Book Chapters, Publications,

Generic Phones in Context

de Souza e Silva, A., Damasceno, C. S., & Bueno, D. (2019). Generic Phones in Context: The circulation and social practices of mobile devices in Rio de Janeiro. In R. Wilken, G. Goggin & H. Horst (Eds.), Location Technologies in International Context (pp. 158-172). London: Routledge.
in Book Chapters, Publications,

Location-Based Services in Brazil

de Souza e Silva, A., Matos-Silva, M., & Nicolaci-da-Costa, A. (2017). Location-Based Services in Brazil: Reframing privacy, mobility, and location. In C. Marvin & S. Hong (Eds.). Place, Space, and Mediated Communication: Exploring context collapse (pp. 29-44). New York: Routledge.
in Books, Publications,

Dialogues on Mobile Communication

In this book, top scholars in the field of mobile communication discuss the major issues related to the use of mobile phones in today’s society, such as the tension between private and public, youth mobile culture, creative appropriations of mobile devices, and mobile methods. Each chapter unfolds as an open ...
in Journal Articles, Publications,

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 ...
in Book Chapters, Publications,

Playful Urban Apaces

de Souza e Silva, A., & Hjorth, L. (2016). Playful Urban Spaces: A historical approach to mobile games. In G. Goggin, R. Ling, & L. Hjorth (Eds.). Mobile Technologies, 4-vol. set. Volume III: Mobile Media – Technologies, Networks, and Intimacies (pp. 81-105). New York: Routledge.
in Book Chapters, Publications,

Location-Based Mobile Games

de Souza e Silva, A., & Frith, J. (2015). Location-Based Mobile Games: Interfaces to urban spaces. In V. Frissen, S. Lammes, M. De Lange, J. De Mul, & J. Raessens (Eds.). Playful Identities: The ludification of digital media cultures (pp. 169-180). Amsterdam: Amsterdam University Press.
in Books, Publications,

Mobility and Locative Media: Mobile communication in hybrid spaces

Mobilities has become an important framework to understand and analyze contemporary social, spatial, economic and political practices. Especially as mobile media become seamlessly integrated into transportation networks, navigating urban spaces, and connecting with social networks while on the move, researchers need new approaches and methods to bring together mobilities with ...
in Book Chapters, Publications,

Net Locality

de Souza e Silva, A., & Gordon, E. (2014). Net Locality. In P. Adey, D. Bissell, K. Hannam, P. Merriman & M. Sheller (Eds.). The Routledge Handbook of Mobilities (pp. 134-142). New York: Routledge.
in Book Chapters, Publications,

Mobile Narratives

de Souza e Silva, A. (2013). Mobile Narratives: Reading and writing urban space with location-based technologies. In N. K. Hayles, & J. Pressman (Eds.). Comparative Textual Media: Transforming humanities in the postprint era (pp. 33-52). Minneapolis: University of Minnesota Press.
in Encyclopedia Entries, Publications,

The waning distinction between private and public: Net locality and the restructuring of space

de Souza e Silva, A., & Gordon, E. (2013). The waning distinction between private and public: Net locality and the restructuring of space. In K. Gates (Ed.). The International Encyclopedia of Media Studies, volume VI: Media Studies Futures (pp.195-214). Boston: Blackwell. Abstract: Media history is an emerging field. Ambiguities about its object of ...
in Journal Articles, Publications,

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, ...
in Journal Articles, Publications,

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 ...
in Book Chapters, Publications,

Location-Aware Technologies

de Souza e Silva, A., & Frith, J. (2011). Location-Aware Technologies: Control and privacy in hybrid spaces. In J. Packer, & S. Wiley (Eds.), Communication Matters: Materialist approaches to media, networks, and mobility (pp. 265-275). New York: Routledge.
in Journal Articles, Publications,

Location-Aware Mobile Media and Urban Sociability

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 ...
in Journal Articles, Publications,

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 ...
in Journal Articles, Publications,

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 ...
in Books, Publications,

Digital Cityscapes: Merging digital and urban playspaces

The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting ...
in Book Chapters, Publications,

OnSite and Engaged

Dannels, D. P., & de Souza e Silva, A. (2009). OnSite and Engaged: Hybrid reality games in communication across the curriculum. In A. de Souza e Silva, & D. M. Sutko (Eds.), Digital Cityscapes: Merging digital and urban playspaces (pp. 321-338). New York: Peter Lang Publishers.
in Journal Articles, Publications,

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 ...
in Journal Articles, Publications,

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 ...
in Journal Articles, Publications,

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 ...
in Popular Press, Publications,


de Souza e Silva, A. (2005). Posicionamento: Criando novos significados para a tecnologia celular [Location-awareness: Creating new meanings for cellular technology] [JPG] In: Meio&Mensagem (Mídia&Mercado). (September 19, 2005), Ano XXVII, n. 1176. São Paulo, Brazil.
in Conference Proceedings, Publications,


de Souza e Silva, A., & Winkler, F. (2002). <strike>database</strike>. In Proceedings of SIGraDi: VI Ibero-American Congress of Digital Graphics / Arte y Diseño Digital (pp. 2014-2017). Caracas, Venezuela. Abstract: This paper is a theoretical essay on the installation database. database is an electronic reading device that deals with the ...