Abstract
Games such as Niantic’s Ingress and Pokemon GO have demonstrated that Pervasive Games can be highly engaging for their audience by creatively combining location-based data and augmented content. This research asks how Pervasive Games using Augmented Reality can contribute to a changing perception of Public Art through a playful exploration of place. By unintentionally discovering Art whilst playing games, new meanings are seen to emerge and are explored from new perspectives through the surprise of discovery and re-negotiation with art in public places. This chapter is a semiotic exploration, through analysis and interview of some of the signs and symbols of Public Art and particularly the ontological shifts arising from the re-contextualisation and revisitations of symbols in augmented frameworks. The analysis of semiotic change seeks to explore the shifting interpretations of Public Art afforded by playing games with augmented technologies. Pervasive Games such as Wayfinder Live, and even Pokemon GO and its precursors unravel an evolving set of rich discourses in which to investigate the recursive correlations of Art and Place. The outcomes of this analysis of Pervasive Games reveal the ontological implications not of intentional design, but of the unintended consequence of playing Games through Art.
Published Version (Free)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.