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.
Forthcoming: de Souza e Silva, A., & Xiong-Gum, M. N. (Eds.). COVID-19 Now and Then: Reflections on mobile communication and the pandemic. Special issue of Mobile Media & Communication, vol. 11, no. 2 (May 2023).
Souza e Silva, A., Glover-Rijkse, R., Njathi, A., & De Cunto Bueno, D. Playful Mobilities in the Global South: A study of Pokémon Go play in Rio de Janeiro and Nairobi. New Media & Society. DOI: 10.1177/14614448211016400.
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
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]
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).