Sybille Lamme
Biographic Data
| ID | 277997 |
|---|---|
| NAME | Sybille Lamme |
| GIVEN NAMES | Sybille |
| FAMILY NAME | Lamme |
| SIGNATURE | LAMME S |
| AFFILIATIONS | Leiden University |
| ORCID | 0000-0001-8340-8412 |
| VERIFIED | Yes |
| TOTAL WORKS | 19 |
| TOTAL CITATIONS | 72 |
| AUTHOR COUNT | 19 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 6 |
The Playful Citizen
In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle …
Introduction to the Special Issue
Cities have long been key sites for play. Play scholars, urban theorists, designers, and creative practitioners have explored and discussed the important role of city play and urban playgrounds. As organized locations of play, playgrounds stand as an important role in representing cultural and social mores, reflecting the relational, political, and psychological dimensions of the city. They expose how a city and its society views childhood, surve…
Sensing Playgrounding
Cities are complex spaces of contesting infrastructures, media, humans and more-than-human interactions. They are places that house multiple visible and invisible cartographies that draw on multisensorial ways of being in the world. In the city, our senses are amplified and intensified in ways that reorient our processes of worlding. Cities have, more recently, been defined and approached as spaces for play. In this article, we explore how unders…
This was fun
An abstract is not available for this content. As you have access to this content, full HTML content is provided on this page. A PDF of this content is also available in through the ‘Save PDF’ action button
Finding the fun
Games and other forms of play are core human activities, as vitally constitutive of cultural and social practices in the past as they are today. Consequently, play, games and fun should be central in archaeological theory, but our review shows they are anything but. Instead, very few studies deal with these concepts at all, and most of those that do focus on how the affordances play offers link it to ritual, power or other 'more serious' phenomen…
Rescripting Failure
Researching everyday media practices is a messy and tricky business fraught with uncertainty. In this panel the authors ask how stories of failure, especially during fieldwork, can be rethought as a meaningful emergent method and approach. How can we productively reframe failure as a core part of the research process that cannot be subsumed into the telos of a success story after the research has been completed? How does does failure work in rese…
Time for mapping
The digital era has brought about huge transformations in the map itself, which to date have been largely conceptualised in spatial terms. Novel objects, forms, processes and approaches have emerged and pose new, pressing questions about the temporality of digital maps and contemporary mapping practices: in spite of its implicit spatiality, digital mapping is strongly grounded in time. This collection brings time back into the map, taking up Dore…
Routledge Handbook of Interdisciplinary Research Methods
Hybridity, Reflexivity and Mapping
To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the ‘master’ level of …
I am he. I am he. Siri rules’
In this article, we will use autoethnographic accounts of our use of the Apple Watch to analyse a new type of ludic labour that has emerged in recent years, in which leisure activities are redefined in terms of work and quantifiable data. Wearable devices like the Apple Watch encourage us to share data about ourselves and our activities, dividing our attention in everyday contexts as ‘quasi-objects’ that need our input to hybridise work and play,…
Digital mapping interfaces
In this article, I discuss how digital mapping interfaces ask users to engage with images on screens in far more performative and active ways and how this changes the immutable status of the map image. Digital mapping interfaces invite us to touch, talk and move with them, actions that have a reciprocal effect on the look of the image of the map. Images change constantly through absorbing our mobile and physical actions. I approach digital mappin…
Digital cartographies as playful practices
Introduction to Part I
Introduction to Part II
Introduction to Part III
Digital mapping as double-tap
In this article, we will ask how Latour's latest project – An Inquiry into Modes of Existence (AIME) – can help us to understand the nature of cartographic modes, calculations and failures. To this end, we will argue that in hismany readings, specifically digital mapping can be said to operate through a ‘double-click’ mode which obscures the [REF–REP] crossing of which he now speaks of in AIME. More appropriately, we refine Latour's argument to s…
Playful Identities
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Digital Material
Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…
Spatial Regimes of the Digital Playground
In this article, the author investigates how computer games can be understood as sociospatial practices. Although spatiality has always been considered a central quality of any digital game, cultural and social functions of space have not been much theorized in relation to games. This article furthers a discussion on how they can be understood as spatial practices by proposing a first approach that makes an analysis of games as sociospatial pract…
Digital Material
Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…
Playful Identities
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Digital mapping interfaces
In this article, I discuss how digital mapping interfaces ask users to engage with images on screens in far more performative and active ways and how this changes the immutable status of the map image. Digital mapping interfaces invite us to touch, talk and move with them, actions that have a reciprocal effect on the look of the image of the map. Images change constantly through absorbing our mobile and physical actions. I approach digital mappin…
Finding the fun
Games and other forms of play are core human activities, as vitally constitutive of cultural and social practices in the past as they are today. Consequently, play, games and fun should be central in archaeological theory, but our review shows they are anything but. Instead, very few studies deal with these concepts at all, and most of those that do focus on how the affordances play offers link it to ritual, power or other 'more serious' phenomen…
Hybridity, Reflexivity and Mapping
To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the ‘master’ level of …
I am he. I am he. Siri rules’
In this article, we will use autoethnographic accounts of our use of the Apple Watch to analyse a new type of ludic labour that has emerged in recent years, in which leisure activities are redefined in terms of work and quantifiable data. Wearable devices like the Apple Watch encourage us to share data about ourselves and our activities, dividing our attention in everyday contexts as ‘quasi-objects’ that need our input to hybridise work and play,…
Digital mapping as double-tap
In this article, we will ask how Latour's latest project – An Inquiry into Modes of Existence (AIME) – can help us to understand the nature of cartographic modes, calculations and failures. To this end, we will argue that in hismany readings, specifically digital mapping can be said to operate through a ‘double-click’ mode which obscures the [REF–REP] crossing of which he now speaks of in AIME. More appropriately, we refine Latour's argument to s…
Spatial Regimes of the Digital Playground
In this article, the author investigates how computer games can be understood as sociospatial practices. Although spatiality has always been considered a central quality of any digital game, cultural and social functions of space have not been much theorized in relation to games. This article furthers a discussion on how they can be understood as spatial practices by proposing a first approach that makes an analysis of games as sociospatial pract…
Sensing Playgrounding
Cities are complex spaces of contesting infrastructures, media, humans and more-than-human interactions. They are places that house multiple visible and invisible cartographies that draw on multisensorial ways of being in the world. In the city, our senses are amplified and intensified in ways that reorient our processes of worlding. Cities have, more recently, been defined and approached as spaces for play. In this article, we explore how unders…
Spatial Regimes of the Digital Playground
In this article, the author investigates how computer games can be understood as sociospatial practices. Although spatiality has always been considered a central quality of any digital game, cultural and social functions of space have not been much theorized in relation to games. This article furthers a discussion on how they can be understood as spatial practices by proposing a first approach that makes an analysis of games as sociospatial pract…
Digital Material
Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary…
Digital cartographies as playful practices
Introduction to Part I
Introduction to Part II
Introduction to Part III
Digital mapping as double-tap
In this article, we will ask how Latour's latest project – An Inquiry into Modes of Existence (AIME) – can help us to understand the nature of cartographic modes, calculations and failures. To this end, we will argue that in hismany readings, specifically digital mapping can be said to operate through a ‘double-click’ mode which obscures the [REF–REP] crossing of which he now speaks of in AIME. More appropriately, we refine Latour's argument to s…
Playful Identities
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Digital mapping interfaces
In this article, I discuss how digital mapping interfaces ask users to engage with images on screens in far more performative and active ways and how this changes the immutable status of the map image. Digital mapping interfaces invite us to touch, talk and move with them, actions that have a reciprocal effect on the look of the image of the map. Images change constantly through absorbing our mobile and physical actions. I approach digital mappin…
I am he. I am he. Siri rules’
In this article, we will use autoethnographic accounts of our use of the Apple Watch to analyse a new type of ludic labour that has emerged in recent years, in which leisure activities are redefined in terms of work and quantifiable data. Wearable devices like the Apple Watch encourage us to share data about ourselves and our activities, dividing our attention in everyday contexts as ‘quasi-objects’ that need our input to hybridise work and play,…
Time for mapping
The digital era has brought about huge transformations in the map itself, which to date have been largely conceptualised in spatial terms. Novel objects, forms, processes and approaches have emerged and pose new, pressing questions about the temporality of digital maps and contemporary mapping practices: in spite of its implicit spatiality, digital mapping is strongly grounded in time. This collection brings time back into the map, taking up Dore…
Routledge Handbook of Interdisciplinary Research Methods
Hybridity, Reflexivity and Mapping
To date, game studies has largely undertheorized the co-production of postcolonial stories, exploration, and mapping in games. Furthermore, as has been noted before (Carr, 2006), the work that has been done on postcolonialism and play so far often leaves the player out of the equation, even sometimes as a theoretical construct. Yet player experience is crucial to understanding such games, as narratives are not only built on the ‘master’ level of …
Rescripting Failure
Researching everyday media practices is a messy and tricky business fraught with uncertainty. In this panel the authors ask how stories of failure, especially during fieldwork, can be rethought as a meaningful emergent method and approach. How can we productively reframe failure as a core part of the research process that cannot be subsumed into the telos of a success story after the research has been completed? How does does failure work in rese…
Sensing Playgrounding
Cities are complex spaces of contesting infrastructures, media, humans and more-than-human interactions. They are places that house multiple visible and invisible cartographies that draw on multisensorial ways of being in the world. In the city, our senses are amplified and intensified in ways that reorient our processes of worlding. Cities have, more recently, been defined and approached as spaces for play. In this article, we explore how unders…
This was fun
An abstract is not available for this content. As you have access to this content, full HTML content is provided on this page. A PDF of this content is also available in through the ‘Save PDF’ action button
Finding the fun
Games and other forms of play are core human activities, as vitally constitutive of cultural and social practices in the past as they are today. Consequently, play, games and fun should be central in archaeological theory, but our review shows they are anything but. Instead, very few studies deal with these concepts at all, and most of those that do focus on how the affordances play offers link it to ritual, power or other 'more serious' phenomen…
Introduction to the Special Issue
Cities have long been key sites for play. Play scholars, urban theorists, designers, and creative practitioners have explored and discussed the important role of city play and urban playgrounds. As organized locations of play, playgrounds stand as an important role in representing cultural and social mores, reflecting the relational, political, and psychological dimensions of the city. They expose how a city and its society views childhood, surve…
The Playful Citizen
In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle …
Sociology (11 works) · Computer Science (10 works) · Art (8 works) · Digital Games and Media (8 works) · Aesthetics (7 works) · History (4 works) · Law (4 works) · Media studies (4 works) · Political science (4 works) · Contemporary Sociological Theory and Practice (3 works)