Sprache: Englisch
Verlag: John Benjamins Publishing Compan, 1999
ISBN 10: 155619434X ISBN 13: 9781556194344
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Sprache: Englisch
Verlag: John Benjamins Publishing Compan, 1999
ISBN 10: 155619434X ISBN 13: 9781556194344
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Verlag: Bloomsbury Publishing Plc, US, 2021
ISBN 10: 1498574939 ISBN 13: 9781498574938
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In den WarenkorbPaperback. Zustand: New. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokémon GO players themselves-this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.
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Sprache: Englisch
Verlag: John Benjamins Publishing Compan, 1999
ISBN 10: 155619434X ISBN 13: 9781556194344
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Sprache: Englisch
Verlag: Lexington Books 4/28/2021, 2021
ISBN 10: 1498574939 ISBN 13: 9781498574938
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Paperback or Softback. Zustand: New. The Augmented Reality of Pok�mon Go: Chronotopes, Moral Panic, and Other Complexities. Book.
Sprache: Englisch
Verlag: Amsterdam-Philadelphia, John Benjamins Publishing Company. 1999, 1999
ISBN 10: 902725138X ISBN 13: 9789027251381
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Original publisher's sewn red paperback, title on spine and illustrated frontcover, 8vo: vi, 272pp., [ij], 10 contributors, list contributors, notes, references, name index, subject index. CONTENTS: Gary B. Palmer & Debra J. Occhi: Introduction: Linguistic Anthropology and Emotional Experience. 1. Harold Schiffman: Language, Primordialism and Sentiment. 2. James M. Wilce, Jr.: Transforming Laments: Performativity and Rationalization as Linguistic Ideologies. 3. Laine Berman: Dignity in Tragedy: How Javanese Women Speak of Emotion. 4. Cynthia Dickel Dunn: Public and Private Voices: Japanese Style Shifting and the Display of Affective Intensity. 5. Janet S. Shibamoto Smith: From Hiren to Happî-endo : Romantic Expression in the Japanese Love Story. 6. Debra J. Occhi: Sounds of the Heart and Mind: Mimetics of Emotional States in Japanese. 7. Gary B. Palmer & Heather Bennett & Les Stacey: Bursting with Grief, Erupting with Shame: A Conceptual and Grammatical Analysis of Emotion-Tropes in Tagalog. 8. Howard Grabois: The Convergence of Sociocultural Theory and Cognitive Linguistics: Lexical Semantics and the L2 Acquisition of Love, Fear and Happiness. 9. Zoltán Kövecses & Gary B. Palmer: Theory Language And Emotion Concepts: What Experientialists and Social Constructionists Have in Common. Very fine copy - as new., Volume 18: AiCR [Advances in Consciousness Research].
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Sprache: Englisch
Verlag: John Benjamins Publishing Company, 1999
ISBN 10: 902725138X ISBN 13: 9789027251381
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Zustand: Brand New. This volume examines the complexities created by Pokemon GO-the smartphone augmented reality game- from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokemon GO created a new way to inhabit the world. 08 Feb 2019.
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Sprache: Englisch
Verlag: Bloomsbury Publishing Plc, US, 2021
ISBN 10: 1498574939 ISBN 13: 9781498574938
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In den WarenkorbPaperback. Zustand: New. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokémon GO players themselves-this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.
Sprache: Englisch
Verlag: John Benjamins Publishing Company, 1999
ISBN 10: 155619434X ISBN 13: 9781556194344
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Verlag: Bloomsbury Publishing Plc, US, 2019
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In den WarenkorbHardback. Zustand: New. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokémon GO players themselves-this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.
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Verlag: Bloomsbury Publishing Plc, US, 2019
ISBN 10: 1498574912 ISBN 13: 9781498574914
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In den WarenkorbHardback. Zustand: New. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokémon GO players themselves-this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.
Sprache: Englisch
Verlag: Bloomsbury Publishing (UK), 2021
ISBN 10: 1498574939 ISBN 13: 9781498574938
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Paperback. Zustand: new. Paperback. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the real physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, nature as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the games link to the wider social issue as it gets appropriated for friendly authoritarian goals of civil society, imposing various ideologies and accruing commercial gains. Through participant observation all contributors have been avid Pokemon GO players themselvesthis volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018. This volume examines the complexities created by Pokemon GOthe smartphone augmented reality game from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokemon GO created a new way to inhabit the world. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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In den WarenkorbPaperback. Zustand: new. Paperback. What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the real physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, nature as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the games link to the wider social issue as it gets appropriated for friendly authoritarian goals of civil society, imposing various ideologies and accruing commercial gains. Through participant observation all contributors have been avid Pokemon GO players themselvesthis volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018. This volume examines the complexities created by Pokemon GOthe smartphone augmented reality game from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokemon GO created a new way to inhabit the world. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
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Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - What happens when a group of people see things that others do not and begin acting accordingly The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the 'real' physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, 'nature' as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for 'friendly authoritarian' goals of civil society, imposing various ideologies and accruing commercial gains. Through 'participant observation' -all contributors have been avid Pokémon GO players themselves-this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.