Leighton Evans
Datos Biográficos
| ID | 3650667 |
|---|---|
| NOMBRE | Leighton Evans |
| NOMBRES | Leighton |
| APELLIDO | Evans |
| FIRMA | EVANS L |
| AFILIACIONES | Swansea University |
| ORCID | 0000-0002-6875-6301 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 20 |
| TOTAL DE CITAS | 20 |
| TOTAL COMO AUTOR | 20 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2014 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 2 |
Care across spaces
Beyond virtual reality
This paper examines the domestication of virtual reality (VR) and mixed reality (MR) technologies within the home. It argues that recent advances have reshaped both the spatial and affective character of digital experience. Where earlier iterations of VR sought to transcend physical space, newer VR/MR headsets, such as the Meta Quest 3 and Apple Vision Pro, integrate digital objects into remediated images of the domestic environment. Drawing on t…
Defining pink games
This article defines and critically examines the ‘pink game’ as a gendered design category in commercial video games targeted at young girls. Drawing on feminist game studies, we analyse eight PEGI 3–7 titles published by Outright Games, using the MDA Framework, Schell’s Elemental Tetrad, and a visual analysis to identify how femininity is encoded through mechanics, aesthetics, narratives, and avatar design. Our findings show that pink games are …
Media Studies
The digital twinning of Tuvalu
The threat of climate change to nation-states like Tuvalu has led to a novel attempt at digital preservation through virtual reproduction. Tuvalu’s Future Now Project aims to create a ‘digital nation’ in the metaverse. This article critically analyses this state-scale digital twinning from two theoretical lenses. First, drawing on deep ecology, it argues the virtual reproduction substitutes the intrinsic value of Tuvalu’s landscape and culture wi…
A phenomenology study of transmedia museum storytelling and gamification through XR technologies
Interviewing in the metaverse
In this paper, we explore the methodological implications of conducting online qualitative interviews in the metaverse through virtual reality (VR). Technology companies have invested heavily in creating metaverse platforms for bringing people together in digital worlds, yet there is a significant absence of geographical research examining the implications of these spaces. Twenty-six undergraduate students participated in a remote interviewing ex…
‘The embodied empathy revolution … ’
Virtual Reality (VR) has been proposed as a potentially revolutionary medium for pornography. The notion of VR as a an ‘empathy machine’ has led to predictions that VR will facilitate more empathetic relationships between pornography and the viewer, and pornographic actors and viewers. This affective turn in VR pornography is contingent upon the use of teledildonic technology and VR to facilitate new embodied relations for the viewer. However, th…
The Re-Emergence of Virtual Reality
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
A smart place to work? Big data systems, labour, control and modern retail stores
The modern retail store is a complex coded assemblage and data‐intensive environment, its operations and management mediated by a number of interlinked big data systems. This paper draws on an ethnography of a retail store in Ireland to examine how these systems modulate the functioning of the store and working practices of employees. It was found that retail work involves a continual movement between a governance regime of control reliant on big…
Locative mobile media and time
Foursquare is a location-based social network (LBSN) that can be used to explore locations and mark one’s movements in the form of ‘check-ins’. This paper investigates why some Foursquare users are choosing to record their locational past, and in so doing using it as a ‘mediated memory object’ (Dijck, 2009). The paper explores the different ways users then interact with their preserved spatial pasts, owing to Foursquare’s mode of preservation. A …
Everyday life and locative play
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…
Locative media and data-driven computing experiments
Over the past two decades urban social life has undergone a rapid and pervasive geocoding, becoming mediated, augmented and anticipated by location-sensitive technologies and services that generate and utilise big, personal, locative data. The production of these data has prompted the development of exploratory data-driven computing experiments that seek to find ways to extract value and insight from them. These projects often start from the data…
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
Locative Social Media
This book offers a critical analysis of the effect of usage of locative social media on the perceptions and phenomenal experience of lived in spaces and places. Drawing on users accounts of location-based social networking, a digital post-phenomenology of place is developed to explain how place is mediated in the digital age.
A (Brief) History of Understanding Space and Place
The primary consideration of this chapter is how maps and other location technologies are representations of how humans have considered territory over time, and as such a reflection of how place has been understood over time. The purpose of this chapter is to offer a selective outline of the historical development of mapping systems and technologies from early ancient maps of the pre-Socratic Greek era to the development of Ordnance Survey maps i…
A new hope? Experiences of accessibility of services in deaf and hard-of-hearing audiences post-digital television switchover
One promise of the switchover from analogue to digital television was new accessibility solutions. In the case of deaf and hard-of-hearing audiences who rely on subtitling for comprehension, the digital switchover makes it possible for greater provision of subtitling or improvements in accuracy. Utilizing quantitative data from a questionnaire completed by 339 participants with varying degrees of hearing difficulty in Wales, this article assesses…
Maps as Deep
Location-based services comprise the fastest growing sector in web technology business [1, p. 9]. These services, be they location-based social networks, satellite navigation devices in cars, or augmented reality browsers as applications on mobile phones, have opened questions about their mediating effects on the awareness of location and engagement with location for users. McCulloch [2] argues that location-based services are a channel for speci…
Being-towards the social
Through an investigation of patterns of use of the location-based social network Foursquare derived from an extensive ethnographic survey of users, this paper focuses on the orientation of users towards location-based social media and mobile computational devices. Utilising Heidegger’s notions of mood and attunement to the world, the paper argues that the towards-which of the user, that is the mood of the user in a phenomenological sense, is crit…
A smart place to work? Big data systems, labour, control and modern retail stores
The modern retail store is a complex coded assemblage and data‐intensive environment, its operations and management mediated by a number of interlinked big data systems. This paper draws on an ethnography of a retail store in Ireland to examine how these systems modulate the functioning of the store and working practices of employees. It was found that retail work involves a continual movement between a governance regime of control reliant on big…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
Everyday life and locative play
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…
Locative media and data-driven computing experiments
Over the past two decades urban social life has undergone a rapid and pervasive geocoding, becoming mediated, augmented and anticipated by location-sensitive technologies and services that generate and utilise big, personal, locative data. The production of these data has prompted the development of exploratory data-driven computing experiments that seek to find ways to extract value and insight from them. These projects often start from the data…
Being-towards the social
Through an investigation of patterns of use of the location-based social network Foursquare derived from an extensive ethnographic survey of users, this paper focuses on the orientation of users towards location-based social media and mobile computational devices. Utilising Heidegger’s notions of mood and attunement to the world, the paper argues that the towards-which of the user, that is the mood of the user in a phenomenological sense, is crit…
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
Maps as Deep
Location-based services comprise the fastest growing sector in web technology business [1, p. 9]. These services, be they location-based social networks, satellite navigation devices in cars, or augmented reality browsers as applications on mobile phones, have opened questions about their mediating effects on the awareness of location and engagement with location for users. McCulloch [2] argues that location-based services are a channel for speci…
Being-towards the social
Through an investigation of patterns of use of the location-based social network Foursquare derived from an extensive ethnographic survey of users, this paper focuses on the orientation of users towards location-based social media and mobile computational devices. Utilising Heidegger’s notions of mood and attunement to the world, the paper argues that the towards-which of the user, that is the mood of the user in a phenomenological sense, is crit…
Locative Social Media
This book offers a critical analysis of the effect of usage of locative social media on the perceptions and phenomenal experience of lived in spaces and places. Drawing on users accounts of location-based social networking, a digital post-phenomenology of place is developed to explain how place is mediated in the digital age.
A (Brief) History of Understanding Space and Place
The primary consideration of this chapter is how maps and other location technologies are representations of how humans have considered territory over time, and as such a reflection of how place has been understood over time. The purpose of this chapter is to offer a selective outline of the historical development of mapping systems and technologies from early ancient maps of the pre-Socratic Greek era to the development of Ordnance Survey maps i…
A new hope? Experiences of accessibility of services in deaf and hard-of-hearing audiences post-digital television switchover
One promise of the switchover from analogue to digital television was new accessibility solutions. In the case of deaf and hard-of-hearing audiences who rely on subtitling for comprehension, the digital switchover makes it possible for greater provision of subtitling or improvements in accuracy. Utilizing quantitative data from a questionnaire completed by 339 participants with varying degrees of hearing difficulty in Wales, this article assesses…
Locative mobile media and time
Foursquare is a location-based social network (LBSN) that can be used to explore locations and mark one’s movements in the form of ‘check-ins’. This paper investigates why some Foursquare users are choosing to record their locational past, and in so doing using it as a ‘mediated memory object’ (Dijck, 2009). The paper explores the different ways users then interact with their preserved spatial pasts, owing to Foursquare’s mode of preservation. A …
Everyday life and locative play
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…
Locative media and data-driven computing experiments
Over the past two decades urban social life has undergone a rapid and pervasive geocoding, becoming mediated, augmented and anticipated by location-sensitive technologies and services that generate and utilise big, personal, locative data. The production of these data has prompted the development of exploratory data-driven computing experiments that seek to find ways to extract value and insight from them. These projects often start from the data…
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
The Re-Emergence of Virtual Reality
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
A smart place to work? Big data systems, labour, control and modern retail stores
The modern retail store is a complex coded assemblage and data‐intensive environment, its operations and management mediated by a number of interlinked big data systems. This paper draws on an ethnography of a retail store in Ireland to examine how these systems modulate the functioning of the store and working practices of employees. It was found that retail work involves a continual movement between a governance regime of control reliant on big…
‘The embodied empathy revolution … ’
Virtual Reality (VR) has been proposed as a potentially revolutionary medium for pornography. The notion of VR as a an ‘empathy machine’ has led to predictions that VR will facilitate more empathetic relationships between pornography and the viewer, and pornographic actors and viewers. This affective turn in VR pornography is contingent upon the use of teledildonic technology and VR to facilitate new embodied relations for the viewer. However, th…
Interviewing in the metaverse
In this paper, we explore the methodological implications of conducting online qualitative interviews in the metaverse through virtual reality (VR). Technology companies have invested heavily in creating metaverse platforms for bringing people together in digital worlds, yet there is a significant absence of geographical research examining the implications of these spaces. Twenty-six undergraduate students participated in a remote interviewing ex…
Media Studies
The digital twinning of Tuvalu
The threat of climate change to nation-states like Tuvalu has led to a novel attempt at digital preservation through virtual reproduction. Tuvalu’s Future Now Project aims to create a ‘digital nation’ in the metaverse. This article critically analyses this state-scale digital twinning from two theoretical lenses. First, drawing on deep ecology, it argues the virtual reproduction substitutes the intrinsic value of Tuvalu’s landscape and culture wi…
A phenomenology study of transmedia museum storytelling and gamification through XR technologies
Care across spaces
Beyond virtual reality
This paper examines the domestication of virtual reality (VR) and mixed reality (MR) technologies within the home. It argues that recent advances have reshaped both the spatial and affective character of digital experience. Where earlier iterations of VR sought to transcend physical space, newer VR/MR headsets, such as the Meta Quest 3 and Apple Vision Pro, integrate digital objects into remediated images of the domestic environment. Drawing on t…
Defining pink games
This article defines and critically examines the ‘pink game’ as a gendered design category in commercial video games targeted at young girls. Drawing on feminist game studies, we analyse eight PEGI 3–7 titles published by Outright Games, using the MDA Framework, Schell’s Elemental Tetrad, and a visual analysis to identify how femininity is encoded through mechanics, aesthetics, narratives, and avatar design. Our findings show that pink games are …
Computer Science (13 obras) · Psychology (9 obras) · Sociology (9 obras) · Digital Games and Media (7 obras) · Art (6 obras) · Aesthetics (5 obras) · Human–computer interaction (5 obras) · Social media (5 obras) · Virtual Reality Applications and Impacts (5 obras) · World Wide Web (5 obras)