Contemporary media practices in the production of urban spaces: a case study of Pokémon Go
DOI:
https://doi.org/10.51358/id.v20i1.1035Abstract
This research aimed to investigate contemporary digital practices in the production of urban spaces in cyber-society. For this, it was chosen by conducting a case study of the Pokémon Go app. Data collection was resulted from the application of a focus group with Pokémon players, in the city of Florianopolis. The experiment investigated the behavioural patterns of users in relation to the use of the object and their socio-spatial practices, describing the perceptions, opinions, and experiences of the participants. As a result, it is highlighted that the insertion of digital and mobile objects can modify the subject’s spatial experiences, reflecting on the use and occupation of urban spaces. It is possible to affirm that the application under analysis awakens in the user an important movement of occupation and experimentation of public spaces, which is made up not only due to routine activities in general, but also expanding leisure activities in the context of the Urbis, in the motivation of playful character of the game.
Downloads
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Gustavo Henrique Campos de Faria, Carlos Eduardo Verzola Vaz
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
Attribution 3.0 Unported (CC BY 3.0)