• Dale Leorke


This chapter presents the key findings from my theoretical and ethnographic analysis of location-based games, before providing a set of recommendations for their future design and funding.


  1. Anthropy, A. (2012). Rise of the Videogame Zinesters. New York: Seven Stories Press.Google Scholar
  2. Carter, M. (2017, November 26). Loot Boxes and Pay-to-Won Features in Digital Games. The Conversation. Retrieved from
  3. Chun, W. (2006). Control and Freedom: Power and Paranoia in the Age of Fiber Optics. Cambridge, MA: MIT Press.Google Scholar
  4. Flanagan, M. (2009). Critical Play: Radical Game Design. Cambridge, MA: MIT Press.Google Scholar
  5. Giddings, S. (2009). Events and Collusions: A Glossary for the Microethnography of Video Game Play. Games and Culture, 4(2), 144–157.CrossRefGoogle Scholar
  6. Gordon, E., & Walter, S. (2016). Meaningful Inefficiencies: Resisting the Logic of Technological Efficiency in the Design of Civic Systems. In E. Gordon & P. Mihailidis (Eds.), Civic Media: Technology, Design, Practice (pp. 243–266). Cambridge, MA: MIT Press.Google Scholar
  7. Keogh, B. (2013, May 24). Just Making Things and Being Alive About It: The Queer Games Scene. Polygon. Retrieved from
  8. Kluitenburg, E. (2006). Second Introduction to an Archaeology of Imaginary Media. In E. Kluitenberg (Ed.), The Book of Imaginary Media: Excavating the Dream of the Ultimate Communications Medium (pp. 7–26). Rotterdam: NAi Publishers.Google Scholar
  9. Leorke, D. (2017). ‘Know Your Place’: headmap manifesto and the Vision of Locative Media. Fibreculture, 29. Retrieved from
  10. Mosco, V. (2004). The Digital Sublime: Myth, Power, and Cyberspace. Cambridge, MA: MIT Press.Google Scholar
  11. Pinder, D. (2013). Dis-locative Arts: Mobile Media and the Politics of Global Positioning. Continuum: Journal of Media & Cultural Studies, 27(4), 523–541.CrossRefGoogle Scholar
  12. Sheller, M. (2013a, March 28). Mobile Conviviality. Flow. Retrieved from
  13. Sheller, M. (2013b, January 22) Mobile Mediality II: Locative Mobile Gaming. Flow. Retrieved from
  14. Stevens, Q. (2007). The Ludic City: Exploring the Potential of Public Spaces. London: Routledge.CrossRefGoogle Scholar
  15. Webster, A. (2018, March 14). Google is Opening Up Maps So Game Designers Can Create the Next Pokémon Go. The Verge. Retrieved from
  16. Zielinksi, S. (2006). Deep Time of the Media: Toward an Archaeology of Seeing and Hearing by Technical Means (G. Custance, Trans.). Cambridge, MA: MIT Press.Google Scholar

Copyright information

© The Author(s) 2019

Authors and Affiliations

  • Dale Leorke
    • 1
  1. 1.Centre of Excellence in Game Culture StudiesUniversity of TampereTampereFinland

Personalised recommendations