Ragan Glover-Rijkse
Biographic Data
| ID | 6715162 |
|---|---|
| NAME | Ragan Glover-Rijkse |
| GIVEN NAMES | Ragan |
| FAMILY NAME | Glover-Rijkse |
| SIGNATURE | GLOVER-RIJKSE R |
| AFFILIATIONS | North Carolina State University |
| VERIFIED | No |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Producing intimacy in virtual reality
This article offers an autoethnographic account of the author’s experiences with facilitating relational intimacy in the Oculus Meta Quest 2 virtual reality (VR) platform. In doing so, it provides accounts of the author conversing, playing games, and watching movies with her relational partner. It also details the author’s user practices for contending with such issues as limited social and physical fidelity, functional limitations of the VR devi…
Micromobility justice in urban Brazil
Mobile safety apps
The pervasiveness of sexual violence in the United States was brought to public attention by the #MeToo movement, and in the years since there has been renewed attention to existing resources for survivors of sexual violence, like crisis hotlines and websites, as well as inspiring new initiatives that address problems of sexual violence inscribed within systems of power. Many women have also taken matters into their own hands by downloading one o…
Platforming Vibes
In this panel, we offer four papers on some of the complex ways in which sound, sensation, affect, and embodiment shape, and are shaped by, digital platforms. This approach does not eschew questions of power as a key concern, but rather foregoes broad dystopian (or utopian) generalizations, pointing instead to specific instances of platformized and platform-adjacent cultural production to see how power manifests in complex contextually specific w…
Software presentation
Developing a Mobile Games Database
Mobile games have been around since at least the 1970s, serving as an important foundation to today’s ludic and digital cultures. Understanding the history of mobile games is relevant because mobile games link digital culture and urban mobility, and they promote sociability. However, reclaiming the history of mobile games poses a challenge to researchers. Many early mobile games are no longer on the market or are expensive to acquire. Others were…
Exploring the material conditions of Pokémon Go play in Rio de Janeiro and Nairobi
Pokémon Go offers an important locus for understanding how location-based mobile gaming practices interconnect with urban mobility and the materialities of urban spaces. Yet, most of the literature on location-based mobile games overlooks the specific materialities that influence gameplay in Global South cities. These are worth considering, given that Pokémon Go requires players to move through their environment with access to both a mobile smart…
Playful mobilities in the Global South
Pokémon Go is the most popular location-based game worldwide. As a location-based game, Pokémon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly around the world. Large metropoles in South America and Africa, for example, experience ingrained social, cultural, and economic inequalities. With this in mind, we interviewed Pokémon Go players in two Global South cities, Rio de Janeiro (Brazil) and …
Hybrid Play
Mediating Precarity Through Mobile Apps
This panel analyzes the use of mobile apps to mediate experiences of precarity—that is threats to life and livelihood itself. While we acknowledge that mobile apps offer opportunities to form networks of resistance, many apps also pose substantial risks to users. To begin to articulate these risks, the presentations in this panel consider case studies of several apps targeted at mediating experiences of precarity. First, we offer an analysis of “…
Public address as embodied experience
This study examines how students characterize their experience of a communication-based digital humanities project in relation to elements of situated embodiment and situated learning. Analysis of student response data indicates that the Virtual Martin Luther King Project situates students in a particular space and historical context resulting in communication outcomes including a form of cognitive attention that is conducive of reflection and fo…
Mobilized networked infrastructures
Networked infrastructures support the flows of information and communication. While traditional conceptions of networked infrastructures render them necessarily immobile and centralized, this article rethinks the concept of networked infrastructures to instead consider their mobility. In doing so, this article conceptualizes mobilized networked infrastructures (MNIs) and examines their implications in three sections: Forms of Action, Production o…
Playful mobilities in the Global South
Pokémon Go is the most popular location-based game worldwide. As a location-based game, Pokémon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly around the world. Large metropoles in South America and Africa, for example, experience ingrained social, cultural, and economic inequalities. With this in mind, we interviewed Pokémon Go players in two Global South cities, Rio de Janeiro (Brazil) and …
Mobilized networked infrastructures
Networked infrastructures support the flows of information and communication. While traditional conceptions of networked infrastructures render them necessarily immobile and centralized, this article rethinks the concept of networked infrastructures to instead consider their mobility. In doing so, this article conceptualizes mobilized networked infrastructures (MNIs) and examines their implications in three sections: Forms of Action, Production o…
Hybrid Play
Mediating Precarity Through Mobile Apps
This panel analyzes the use of mobile apps to mediate experiences of precarity—that is threats to life and livelihood itself. While we acknowledge that mobile apps offer opportunities to form networks of resistance, many apps also pose substantial risks to users. To begin to articulate these risks, the presentations in this panel consider case studies of several apps targeted at mediating experiences of precarity. First, we offer an analysis of “…
Public address as embodied experience
This study examines how students characterize their experience of a communication-based digital humanities project in relation to elements of situated embodiment and situated learning. Analysis of student response data indicates that the Virtual Martin Luther King Project situates students in a particular space and historical context resulting in communication outcomes including a form of cognitive attention that is conducive of reflection and fo…
Developing a Mobile Games Database
Mobile games have been around since at least the 1970s, serving as an important foundation to today’s ludic and digital cultures. Understanding the history of mobile games is relevant because mobile games link digital culture and urban mobility, and they promote sociability. However, reclaiming the history of mobile games poses a challenge to researchers. Many early mobile games are no longer on the market or are expensive to acquire. Others were…
Exploring the material conditions of Pokémon Go play in Rio de Janeiro and Nairobi
Pokémon Go offers an important locus for understanding how location-based mobile gaming practices interconnect with urban mobility and the materialities of urban spaces. Yet, most of the literature on location-based mobile games overlooks the specific materialities that influence gameplay in Global South cities. These are worth considering, given that Pokémon Go requires players to move through their environment with access to both a mobile smart…
Playful mobilities in the Global South
Pokémon Go is the most popular location-based game worldwide. As a location-based game, Pokémon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly around the world. Large metropoles in South America and Africa, for example, experience ingrained social, cultural, and economic inequalities. With this in mind, we interviewed Pokémon Go players in two Global South cities, Rio de Janeiro (Brazil) and …
Platforming Vibes
In this panel, we offer four papers on some of the complex ways in which sound, sensation, affect, and embodiment shape, and are shaped by, digital platforms. This approach does not eschew questions of power as a key concern, but rather foregoes broad dystopian (or utopian) generalizations, pointing instead to specific instances of platformized and platform-adjacent cultural production to see how power manifests in complex contextually specific w…
Software presentation
Mobile safety apps
The pervasiveness of sexual violence in the United States was brought to public attention by the #MeToo movement, and in the years since there has been renewed attention to existing resources for survivors of sexual violence, like crisis hotlines and websites, as well as inspiring new initiatives that address problems of sexual violence inscribed within systems of power. Many women have also taken matters into their own hands by downloading one o…
Producing intimacy in virtual reality
This article offers an autoethnographic account of the author’s experiences with facilitating relational intimacy in the Oculus Meta Quest 2 virtual reality (VR) platform. In doing so, it provides accounts of the author conversing, playing games, and watching movies with her relational partner. It also details the author’s user practices for contending with such issues as limited social and physical fidelity, functional limitations of the VR devi…
Micromobility justice in urban Brazil
Computer Science (9 works) · Sociology (8 works) · Digital Games and Media (6 works) · Political science (5 works) · Social science (4 works) · World Wide Web (4 works) · Business (3 works) · Internet privacy (3 works) · Mobilities (3 works) · Politics (3 works)