Interaction affordances, emergence and sociality in mobile augmented reality video games
- Puente Bienvenido, Héctor 1
- Fernández Ruiz, Marta 2
- Ruiz Torres, David 3
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1
Universidad Complutense de Madrid
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2
Universitat Politècnica de Catalunya
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3
Universidade Federal do Espírito Santo
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ISSN: 1695-5498
Año de publicación: 2022
Título del ejemplar: Interfaces: networks, ecology and evolution
Número: 25
Tipo: Artículo
Otras publicaciones en: Hipertext.net: Revista Académica sobre Documentación Digital y Comunicación Interactiva
Resumen
Mobile augmented reality has grown in popularity since the success of video games like Pokémon Go (2016). The growing ubiquity of the hybrid video game, as a sociotechnical device for mediating interactions and sociality, has given rise to new forms of cultural practices. Thus, augmented reality, its contexts and affordances, are progressively permeating a multitude of spaces, geographies and ludic and everyday practices. In this paper we propose a taxonomy based on a mixed analysis consisting of virtual ethnography and quantitative techniques from a sample of 41 mobile augmented reality video games. Our analysis observes how augmented reality resignifies and increases the possibilities and agencies of interaction and sociality. Although augmented reality in smartphone video games enhances the socializing nature of the medium, favoring interactions characterized by co-creation, co-spatiality or co-presence, at the same time, they also make visible and reproduce other hegemonic forms of inequality and socio-structural exclusion. Examples of this are the access gaps that operate as mechanisms of social closure or the reproduction of stereotyped and unequal collective frameworks and imaginaries.
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