Everyday life and locative play: an exploration of Foursquare and playful engagements with space and place

Foursquare is a location-based social network (LBSN) that combines gaming elements with features conventionally associated with social networking sites (SNSs). Following two qualitative studies, this article sets out to explore what impact this overlaying of physical environments with play has on everyday life and experiences of space and place. Drawing on early understandings of play, alongside the flâneur and ‘phoneur’ as respective methods for conceptualizing play in the context of mobility and urbanity, this article examines whether the suggested division between play and ordinary life is challenged by Foursquare, and if so, how this reframing of play is experienced. Second, this article investigates what effect this LBSN has on mobility choices and spatial relationships. Finally, the novel concept of the ‘phoneur’ is posited as a way of understanding how pervasive play through LBSNs acts as a mediating influence on the experience of space and place.

[1]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[2]  Michael Saker,et al.  Foursquare and identity: Checking-in and presenting the self through location , 2017, New Media Soc..

[3]  Adriana de Souza e Silva,et al.  From Cyber to Hybrid , 2006 .

[4]  F. Colman,et al.  Mobility , New Social Intensities and the Coordinates of Digital Networks , 2012 .

[5]  Eva Nieuwdorp,et al.  The Pervasive Interface; Tracing the Magic Circle , 2005, DiGRA Conference.

[6]  Jason A. Martin Mobile media and political participation: Defining and developing an emerging field , 2014 .

[7]  Howard S. Becker,et al.  Tricks of the Trade: How to Think about Your Research While You're Doing It , 1998 .

[8]  Daniel M. Sutko,et al.  Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary , 2008 .

[9]  Nojin Kwak,et al.  Mobile Communication and Civil Society: Linking Patterns and Places of Use to Engagement with Others in Public , 2011 .

[10]  Shintaro Okazaki,et al.  Perceived Ubiquity in Mobile Services , 2013 .

[11]  Larissa Hjorth,et al.  A Historical Approach to Mobile Games , 2012 .

[12]  Albert D Hunter,et al.  Private, Parochial and Public Social Orders: The Problem of Crime and Incivility in Urban Communities , 1985 .

[13]  W. Benjamin Charles Baudelaire: A Lyric Poet in the Era of High Capitalism , 1973 .

[14]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[15]  Eric Gordon,et al.  Why We Engage: How Theories of Human Behavior Contribute to Our Understanding of Civic Engagement in a Digital Era , 2013 .

[16]  Michiel de Lange,et al.  Owning the city: New media and citizen engagement in urban design , 2013, First Monday.

[17]  Leighton Evans,et al.  Locative Social Media: Place in the Digital Age , 2015 .

[18]  Rowan Wilken,et al.  Locative media: From specialized preoccupation to mainstream fascination , 2012 .

[19]  Rowan Wilken,et al.  Mobilizing Place: Mobile Media, Peripatetics, and the Renegotiation of Urban Places , 2008 .

[20]  Adriana de Souza e Silva,et al.  Location-aware mobile media and urban sociability , 2011, New Media Soc..

[21]  Danah Boyd,et al.  Social Network Sites: Definition, History, and Scholarship , 2007, J. Comput. Mediat. Commun..

[22]  Heather A. Horst,et al.  Mobile communication in the global south , 2011, New Media Soc..

[23]  Lee Humphreys,et al.  Mobile Social Networks and Social Practice: A Case Study of Dodgeball , 2007, J. Comput. Mediat. Commun..

[24]  R. Luke,et al.  The Phoneur: Mobile Commerce and the Digital Pedagogies of the Wireless Web , 2005 .

[25]  Anke Gleber The Art of Taking a Walk: Flanerie, Literature, and Film in Weimar Culture , 1998 .

[26]  Helen M. Smith,et al.  Interpreting Qualitative Data: Methods for Analyzing Talk, Text and Interaction 3rd Edition , 2006 .

[27]  Johann Friedrich Geist,et al.  Arcades: The History of a Building Type , 1983 .

[28]  Adriana de Souza e Silva,et al.  Playful Urban Spaces , 2009 .

[29]  Raz Schwartz,et al.  The spatial self: Location-based identity performance on social media , 2015, New Media Soc..

[30]  Leighton Evans,et al.  Locative mobile media and time: Foursquare and technological memory , 2016, First Monday.

[31]  Jordan Frith,et al.  Communicating Through Location: The Understood Meaning of the Foursquare Check-In , 2014, J. Comput. Mediat. Commun..

[32]  N. Katherine Hayles,et al.  RFID: Human Agency and Meaning in Information-Intensive Environments , 2009, Beyond the Screen.

[33]  Henriette Cramer,et al.  Performing a check-in: emerging practices, norms and 'conflicts' in location-sharing using foursquare , 2011, Mobile HCI.

[34]  D. Ihde Postphenomenology: Essays in the Postmodern Context , 1993 .

[35]  Adriana de Souza e Silva,et al.  Locational Privacy in Public Spaces: Media Discourses on Location-Aware Mobile Technologies , 2010 .

[36]  Adriana de Souza e Silva,et al.  Theorizing Locative Technologies Through Philosophies of the Virtual , 2011 .

[37]  Rowan Wilken,et al.  Mobile technology and place , 2012 .

[38]  Jordan Frith,et al.  Turning life into a game: Foursquare, gamification, and personal mobility , 2013 .

[39]  L Hjorth Still mobile: Networked mobile media, video content and users in seoul , 2010 .

[40]  Adriana de Souza e Silva,et al.  From Cyber to Hybrid , 2006 .

[41]  Lee Humphreys,et al.  Mobile social networks and urban public space , 2010, New Media Soc..

[42]  Leighton Evans,et al.  Being-towards the social: Mood and orientation to location-based social media, computational things and applications , 2015, New Media Soc..

[43]  J. Richardson Handbook of Theory and Research for the Sociology of Education , 1986 .