In this paper we describe our ongoing work on modelling urban encounters by extending Conway's Game of Life. We develop our model based on empirical data collected using a Ta...
Mobile digital technologies and networks have fueled a recent proliferation of opportunities for pervasive play in everyday spaces. In this paper, I examine how players negotiate ...
Computing technologies such as games, social networking sites, and virtual environments often reproduce forms of social stigma encountered in everyday real life, as well as introd...