المراجع

مقدمة

  • ABI Research. (2009). Applications, platforms, positioning technology, handset evolution, and business model migration. Retrieved November 1, 2010 from http://www.abiresearch.com/research/1003335-Mobile+Location+Based+Services.
  • Berners-Lee, T., (2010, March). Tim Berners-Lee: The year open data went worldwide [Video]. TED Talks. Retrieved November 1, 2010, from http://www.ted.com/talks/lang/eng/tim_berners_lee_the_year_open_data_went_worldwide.html.
  • Berners-Lee, T., Caillou, R., Luotonen, A., Nielsen, F., & Secret, A. (1994). The World Wide Web. Communications of the ACM, 37 (8), 907–912. Also available in Wardrip-Fruin, N., & Montfort, N. (Eds.). (2003). The new media reader (pp. 791–798). Cambridge, MA: MIT Press.
  • Bush, V. (1945). As we may think. Atlantic Monthly, 176 (1), 101–108.
  • Castells, M. (2000). The rise of the network society. Oxford: Blackwell.
  • Clarke, R. (1988). Information technology and dataveillance. Communications of the ACM, 31 (5), 498–512.
  • Couclelis, H. (2007). Misses, near-misses and surprises in forecasting the informational city. In Miller, H. J. (Ed.), Societies and cities in the age of instant access (pp. 70–83). Dordrecht, The Netherlands: Springer.
  • Couldry, N., & Markham, T., (2008). Troubled closeness or satisfied distance? Researching media consumption and public orientation. Media, Culture, Society, 30 (1), 5–21.
  • de Bont, J., Curtis, B., Molen, G., & Parkes, W. F., (Producers), & Spielberg, S., (Director) (2002). Minority report [Motion picture]. United States: Amblin Entertainment, Cruise/Wagner Productions.
  • de Souza e Silva, A. (2006). Cyber to hybrid: Mobile technologies as interfaces of hybrid spaces. Space and Culture, 9 (3), 261.
  • de Souza e Silva, A. (2009). Hybrid reality and location-based gaming: Redefining mobility and game spaces in urban environments. Simulation & Gaming, 40 (3), 404.
  • de Souza e Silva, A., & Sutko, D. M. (2009). Digital cityscapes: Merging digital and urban playspaces. New York: Peter Lang.
  • Donath, J. (1997). Inhabiting the virtual city (Unpublished PhD dissertation). Massachusetts Institute of Technology, Cambridge, MA. Retrieved November 1, 2010, from http://smg.media.mit.edu/people/judith/Thesis/IllustConv.frame.html.
  • Emmerich, R., Emmerich, U., Weber, M. (Producers), & Rusnak, J. (Director). (1999). The thirteenth floor [Motion Picture]. United States: Columbia Pictures/Centropolis Entertainment.
  • Gibson, W. (1984). Neuromancer. New York: Berkley.
  • Gordon, E. (2008). Towards a theory of network locality. First Monday 13 (10). Retrieved November 1, 2010, from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2157/20.
  • Heidegger, M. (1971). The thing. Poetry, language, thought. New York: Harper and Row.
  • Humphreys, L. (2007). Mobile social networks and social practice: A case study of dodgeball. Journal of Computer-Mediated Communication, 13 (1), 341–360. DOI: 10.1111/j.1083–6101.2007.00399.x.
  • Johnson, S. (2003). The web as a city [Video]. TED talk. Retrieved November 1, 2010, from http://www.ted.com/talks/lang/eng/steven_johnson_on_the _web_as_a_city.html.
  • Kushner, D. (Producer), & Lisberger, S. (Director). (1983). Tron [Motion picture]. United States: Walt Disney Pictures/Lisberger Studios.
  • Mitchel, W. (1995). City of bits, space, place, and the Infobahn. Cambridge, MA: MIT Press.
  • Moravec, H. (1990). Mind children: The future of robot and human intelligence. Cambridge, MA: Harvard University Press.
  • Negroponte, N. (1995). Being digital. New York: Vintage Books.
  • Nelson, T. H. (1965). Complex information processing: A file structure for the complex, the changing, and the indeterminate. In Winner, L. (Ed.), Proceedings of the 1965 20th National Conference: Association for Computing Machinery, pp. 84–100. New York: ACM Press. DOI: 10.1145/800197.806036.
  • Osbourne, B. (Producer), Wachowski, A., & Wachowski, L. (Directors). (1999). The matrix [Motion picture]. United States: Warner Brothers, and Australia: Village Roadshow Pictures/Silver Pictures.
  • Purcell, K., Rainie, L., Mitchell, A., Rosentiel, T., & Olmstead, K. (2010). Understanding the participatory news consumer. Pew internet and American life project. Washington, DC: Pew Research Center.
  • Scannell, P. (1996). Radio, television and modern life. Oxford: Blackwell.
  • Sheller, M., & Urry, J. (2006). The new mobilities paradigm. Environment and Planning A, 38 (2), 207–226.
  • Stoll, C. (1995). The Internet? Bah! Hype alert: Why cyberspace isn’t, and will never be, Nirvana. Newsweek. Retrieved November 1, 2010, from http://www.newsweek.com/id/106554.
  • Turkle, S. (1995). Life on the screen: Identity in the age of the internet. New York: Simon & Schuster.
  • Weinberger, D. (2008). Everything is miscellaneous. New York: Henry Holt.

الفصل الأول: الخرائط

  • Agüerra y Arcas, B. (2010, February). Blaise Agüera y Arcas demos augmentedreality maps [Video]. TED Talks. Retrieved November 1, 2010 from http://www.ted.com/talks/blaise_aguera.html.
  • Baudrillard, J. (1994). Simulacra and simulation. Ann Arbor: University of Michigan Press.
  • Bray, H. (2008, June 24). Take a peek: EveryScape plans to put interiors on the map. The Boston Globe, p. C1.
  • Butler, D. (2006). The web wide world. Nature, 439 (16), 776–778.
  • Clark, M. (1998). GIS—democracy or delusion? Environment and Planning A, 30, 303–316.
  • Eisentein, E. (1979). The printing press as an agent of change: Communications and cultural transformations in early modern Europe. New York: Cambridge University Press.
  • Foresman, T. W. (1998). GIS early years and the threads of evolution. In Foresman, T. W. (Ed.), The history of Geographic Information Systems (pp. 3–17). Upper Saddle River, NJ: Prentice Hall.
  • Goodchild, M. F. (2007). Citizens as voluntary sensors: Spatial data infrastructure in the world of Web 2.0. International Journal of Spatial Data Infrastructures Research, 2, 24–32.
  • Gordon, E. (2007). Mapping digital networks: From cyberspace to Google. Information, Communication and Society, 10 (6), 885–901.
  • Haklay, M., Singleton, A., & Parker, C. (2008). Web mapping 2.0: The neogeography of the GeoWeb. Geography Compass, 2 (6), 2011–2039.
  • Harder, C.(1998). Serving maps on the Internet: Geographic information on the World Wide Web. Redlands, CA: Environmental Systems Research Institute, Inc.
  • Harris, T., & Weiner, D. (1996). GIS and society: The social implications of how people, space, and environment are represented in GIS. Santa Barbara, CA: NCGIA Technical Report.
  • Kirschenbaum, J., & Russ, L. (2002). Community mapping: Using geographic data for neighborhood revitalization. Oakland, CA: PolicyLink.
  • Kohn, C. M. (1970). The 1960s: A decade of progress in geographical research and instruction. Annals of the Association of American Geographers, 60, 211–219.
  • Malczewski, J. (2004). GIS-based land-use suitability analysis: A critical overview. Progress in Planning, 62, 3–65.
  • McHaffie, P. H. (1995). Manufacturing metaphors: Public cartography, the market, and democracy. In Pickles, J. (Ed.), Ground truth: The social implications of Geographic Information Systems, (pp. 113–129). New York: Guilford Press.
  • Merril, R., & Timmreck, T. (2006). Introduction to epidemiology. Boston, MA: Jones & Bartlett.
  • Miller, C. C. (2006). A beast in the field: The Google Maps mashup as GIS/2. Cartographia, 41, 187–199.
  • Pegg, M. (2005-2006). Google Maps Mania: An unofficial Google Maps blog tracking the websites, mashups and tools being influenced by Google Maps. Retrieved November 1, 2010 from http://googlemapsmania.blogspot.com/.
  • Peng, Z. R., & Tsou, M. H. (2003). Internet GIS: Distributed Geographic Information Services for the internet and wireless network. Hoboken, NJ: John Wiley & Sons, Inc.
  • Peterson, M. (1999). Trends in internet map use: A Second Look. Proceedings of the 19th International Cartographic Conference. Ottawa, Canada.
  • Pickles, J. (1995). Representations in an electronic age: Geography, GIS, and democracy. In Pickles, J. (Ed.), Ground truth: The social implications of Geographic Information Systems (pp. 1–30). New York: Guilford Press.
  • Ptolemy, C. (1991). The geography. New York: Dover.
  • Scharl, A., & Tochtermann, K. (Eds.). (2007). The Geospatial Web: How geobrowsers, social software and the Web 2.0 are shaping the network society. London: Springer.
  • Scholz, T. (2008). Market ideology and the myths of Web 2.0. First Monday, 13 (3). Retrieved November 1, 2010 from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2138/1945.
  • Smith, S., Marsh, T., Duke, D., & Wright, P. (1998). Drowning in immersion. Proceedings from UK-VRSIG ’98: The Fifth Conference of the UK Virtual Reality Special Interest Group (pp. 1–9). Exeter, UK.
  • Thompson, C. (2009, June 31). Future of the web: Location, location, location. Retrieved November 1 2010 from http://www.wired.com/dualperspectives/article/news/2009/06/dp_web_wired0630.
  • Tomlinson, R. (1998). The Canada geographic information system. In Foresman, T. W. (Ed.), The history of geographic information systems (pp. 21–32). Upper Saddle River, NJ: Prentice Hall.
  • Tufte, E. (1997). Visual explanations: Images and quantities, evidence and narrative. Cheshire, CT: Graphics Press.
  • Turner, A. (2006). Introduction to neogeography [PDF version]. Retrieved November 1, 2010 from http://www.oreilly.com/catalog/9780596529956/.
  • Wright, J. K. (1936). A method of mapping densities of population: With Cape Cod as an example. Geographical Review, 26 (1), 103–110.
  • Wright, J. K. (1947). Terrae Incognitae: The place of the imagination in geography. Annals of the Association of American Geographers, 37, 1–15. Retrieved November 1, 2010 from http://www.colorado.edu/geography/giw/wright-jk/1947_ti/body.html.

الفصل الثاني: التعليقات التوضيحية عبر الأجهزة المحمولة

الفصل الثالث: الشبكات والألعاب الاجتماعية

  • Admiraal, W., Akkerman, S., Huizinga, J., & van Zeijts, H. (2009). Location-based technology and game-based learning. In de Souza e Silva, A., & Sutko, D. M. (Eds.), Digital cityscapes: Merging digital and urban playspaces (pp. 302–320). New York: Peter Lang.
  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research & Development, 53 (1), 86–107. Retrieved November 1, 2010 from http://inkido.indiana.edu/research/onlinemanu/papers/QA_ETRD.pdf.pdf.
  • Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Retrieved November 1, 2010 from http://www.mud.co.uk/richard/hcds.htm.
  • Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M., & Row-Farr, J. (2006). Can you see me now? ACM Transactions on Computer-Human Interaction, TOCHI, 13 (1). Retrieved November 1, 2010 from http://www.mrl.nott.ac.uk/~sdb/research/downloadable%20papers/CYSMN%20tochi.pdf.
  • Blast Theory, & The Mixed Reality Lab. (2001). Can you see me now? [Artwork]. Nottingham University, UK. Retrieved November 1, 2010 from http://www.canyouseemenow.co.uk/tate/en/intro.php#.
  • Blast Theory, & The Mixed Reality Lab (2003). Uncle Roy all around you [Artwork]. Nottingham University, UK. Retrieved November 1, 2010 from http://www.blasttheory.co.uk/bt/work_uncleroy.html.
  • Blast Theory, & The Mixed Reality Lab. (2004). I like Frank [Artwork]. Nottingham University, UK. Retrieved November 1, 2010 from www.ilikefrank.com.
  • Blast Theory, & The Mixed Reality Lab, UK. (2006). The day of the figurines [Artwork]. Retrieved November 1, 2010 from http://www.blasttheory.co.uk/bt/work_day_of_figurines.html.
  • Blast Theory, & The Mixed Reality Lab, UK. (2007). Rider spoke [Artwork]. Retrieved November 1, 2010 from http://www.blasttheory.co.uk/bt/work _rider_spoke.html.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press.
  • de Souza e Silva, A. (2006). Cyber to hybrid: Mobile technologies as interfaces of hybrid spaces. Space and Culture, 9 (3), 261–278. DOI: 10.1177/1206331206289022.
  • de Souza e Silva, A. (2008). Alien Revolt: A case-study of the first location-based mobile game in Brazil. IEEE Technology and Society Magazine, 27 (1), 18–28. DOI: 10.1109/MTS.2008.918036.
  • de Souza e Silva, A. (2009). Hybrid reality and location-based gaming: Redefining mobility and game spaces in urban environments. Simulation & Gaming, 40 (3), 404–424. DOI: 10.1177/1046878108314643.
  • de Souza e Silva, A., & Delacruz, G. C. (2006). Hybrid reality games reframed: Potential uses in educational contexts. Games and Culture, 1 (3), 231–251. DOI: 10.1177/1555412006290443.
  • de Souza e Silva, A., & Frith, J. (2010). Locative mobile social networks: Mapping communication and location in urban spaces. Mobilities, 5 (4), 485–506.
  • de Souza e Silva, A., & Hjorth, L. (2009). Playful urban spaces: A historical approach to mobile games. Simulation & Gaming, 40 (5), 602–625. DOI: 10.1177/1046878109333723.
  • de Souza e Silva, A., & Sutko, D. (2008). Playing life and living play: How hybrid reality games reframe space, play, and the ordinary. Critical Studies in Media Communication, 25 (5), 447–465. DOI: 10.1080/15295030802468081.
  • Delacruz, G., Chung, G., & Baker, E. (2009). Finding a place: Developments of location-based mobile gaming in learning and assessment environments. In de Souza e Silva, A., & Sutko, D. (Eds.), Digital cityscapes: Merging digital and urban playspaces. New York: Peter Lang.
  • Dibbel, J. (1999). My tiny life: Crime and passion in a virtual world. New York: Henry Holt.
  • Facer, K., Joiner, R., Stanton, D., Reid, J., Hullz, R. & Kirk, D. (2004). Savannah: Mobile gaming and learning? Journal of Computer Assisted Learning, 20 (6), 399–409. DOI: 10.1111/j.1365-2729.2004.00105.x.
  • Flintham, M., Benford, S., Anastasi, R., Hemmings, T., Crabtree, A., Greenhalgh, C., Rodden T. A., Tandavanitj, N., Adams, M. & Row-Farr, J. (2003). Where on-line meets on-the-streets: Experiences with mobile mixed reality games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Fort Lauderdale, Florida, April 5–10, 2003, pp. 569–576.
  • FutureLab. (2003). Savannah [Game]. Retrieved November 1, 2010 from http://www.futurelab.org.uk/projects/savannah.
  • Galloway, A. & Ward, M. (2006). Locative media as socializing and spatializing Practice. Leonardo Electronic Almanac, 14 (3). Retrieved November 1, 2010 from http://leoalmanac.org/journal/vol_14/lea_v14_n03-04/gallowayward.html.
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave.
  • Goggin, G. (2006). Cell phone culture: Mobile technology in everyday life. New York: Routledge.
  • Hall, J. (2002). Mogi: Second generation location-based gaming. The Feature. Retrieved November 1, 2010 from http://thefeaturearchives.com/100501.html.
  • Hardey, M. (2007). The city in the age of Web 2.0: A new synergistic relationship between place and people. Information, Communication and Society, 10 (6), 867–884. DOI: 10.1080/13691180701751072.
  • Hemment, D. (2004). The Locative Dystopia. In Freedom of Movement, Makeworlds Paper No. 4. Retrieved November 1, 2010 from http://www.makeworlds.org/node/76.
  • Hemment, D. (2006). Locative arts. Leonardo, 39 (4), 348–355.
  • Hight, J. (2006). Views from above: Locative narrative and the landscape. Leonardo Electronic Almanac, 14 (7/8), 9.
  • Huizinga, J. (1955). Homo Ludens. Boston, MA: Beacon Press.
  • Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1 (1), 34–40.
  • Kahne, J., Middaugh, E., & Evans, C. (2008). The civic potential of video games [White paper]. The MacArthur Foundation. Retrieved November 1, 2010 from http://www.civicsurvey.org/CERG_Publications.html.
  • Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. Cambridge, MA: MIT Press.
  • Klopfer, E., Squire, K., & Jenkins, H. (2004). Environmental detectives: PDAs as a window into a virtual simulated world. In Kerres, M., Kalz, M., Stratmann, J., & de Witt, C. (Eds.), Didaktik der Notebook-Universität. Münster: Waxmann Verlag.
  • Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.
  • Lantz, F. (2004). PacManhattan [Game]. Retrieved November 1, 2010 from http://pacmanhattan.com/.
  • Lanham, R. (2006). The economics of attention: Style and substance in the age of information. Chicago, IL: University of Chicago Press.
  • Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press.
  • Lefebvre, H. (2001). The production of space. Oxford: Blackwell.
  • Levine, P. (2006). Art and GPS. Leonardo Electronic Almanac, 14 (3/4), 3.
  • Licoppe, C., & Inada, Y. (2006). Emergent uses of a multiplayer location-aware mobile game: The interactional consequences of mediated encounters. Mobility, 1 (1), 39–61.
  • Licoppe, C., & Inada, Y. (2009). Mediated co-proximity and its dangers in a location-aware community: A case of stalking. In de Souza e Silva, A., & Sutko, D. M. (Eds.), Digital cityscapes: Merging digital and urban playspaces (pp. 100–128). New York: Peter Lang.
  • Malaby, T. M. (2007). Beyond play: A new approach to games. Games and Culture, 2 (2), 95–113.
  • MIT Teacher Education Program, & The Education Arcade. (2003). Mystery at the museum [Game]. Retrieved November 1, 2010 from http://education.mit.edu/ar/matm.html.
  • MIT Teacher Education Program & The Education Arcade. (2004). Charles River City [Game] Retrieved November 1, 2010 from http://education.mit.edu/drupal/ar/projects#crc.
  • MIT Teacher Education Program & The Education Arcade. (2004). Environmental detectives [Game]. Retrieved November 1, 2010 from http://education.mit.edu/ar/ed.html.
  • Mobile Killers. (2001, 15 July) Sunday Herald Sun. 1st edn., p. 89.
  • Moriwaki, K., & Brucker-Cohen, J. (2002). Umbrella.net [Artwork]. Retrieved November 1, 2010 from http://www.undertheumbrella.net/system.htm.
  • Morgan, T. (2009). How consumers are really using location. Proceedings of Where 2.0 Conference, May 19–21, 2009, San Jose, California.
  • Mortensen, T. E. (2006). WoWis the new MUD: Social gaming from text to video. Games and Culture, 1 (4), 397–413. DOI: 10.1177/1555412006292622.
  • Paulos, E., & Goodman, E. (2002). The familiar stranger [Artwork]. Retrieved November 1, 2010 from http://www.paulos.net/research/intel/familiar stranger/index.htm.
  • Paulos, E., & Goodman, E. (2003). The familiar stranger: Anxiety, comfort, and play in public spaces. Berkeley, CA: Intel Research.
  • Rheingold, H. (2002). Smart mobs: The next social revolution. Cambridge, MA: Perseus.
  • Shirvanne, L. (2007). Social viscosities: Mapping social performance in public space. Digital Creativity, 18 (3), 151–160.
  • Sotamaa, O. (2002). All the world’s a Botfighter stage: Notes on location-based multi-user gaming. In Mäyrä, F. (Ed.), Proceedings of Computer Games and Digital Cultures Conference. Tampere: Tampere University Press.
  • Sutko, D. M., & de Souza e Silva, A. (in press). Location-aware mobile media and urban sociability. New Media & Society.
  • Toldt, A. (2008). Verizon and Loopt team up. eFluxMedia. New York.
  • Tuters, M., & Varnelis, K. (2006). Beyond locative media: Giving shape to the Internet of things. Leonardo, 39 (4), 357–363.
  • Vollrath, C. J. (2007a), Seeing what’s important: Mapping strategies in locative media. Paper presented at the Annual Meeting of the NCA 93rd Annual Convention TBA, Chicago, Illinois.
  • Vollrath, C. J. (2007b) The uncanny impulse of locative media. Paper presented at the International Communication Association (ICA) Annual Meeting ICA, San Francisco, California.
  • Waag Society. (2005). Frequency 1550 [Artwork]. Retrieved November 1, 2010 from http://freq1550.waag.org/.

الفصل الرابع: الفضاءات الحضرية

  • Blast Theory, & The Mixed Reality Lab. (2003). Uncle Roy all around you [Artwork]. Nottingham University, UK. Retrieved November 1, 2010 from http://www.uncleroyallaroundyou.co.uk.
  • Collins, R. (2004). Interaction ritual chains. Princeton, NJ: Princeton University Press.
  • de Souza e Silva, A. (2006). From cyber to hybrid: Mobile technologies as interfaces of hybrid spaces. Space and Culture, 9 (3), 261–278.
  • Dibbell, J. (1993, December 23). A rape in cyberspace: How an evil clown, a Haitian trickster spirit, two wizards, and a cast of dozens turned a database into a society. The Village Voice, New York. Retrieved November 1, 2010 from http://www.villagevoice.com/2005-10-18/specials/a-rape-in-cyberspace/1/.
  • Gergen, K. (2002). The challenge of absent presence. In Katz, J., & Aakhus, M., (Eds.), Perpetual contact: Mobile communication, private talk, public performance (pp. 227–241). Cambridge: Cambridge University Press.
  • Goffman, E. (1959). The presentation of self in everyday life. New York: Anchor.
  • Goffman, E. (1963). Behavior in public places: Notes on the social organization of gatherings. New York: Free Press.
  • Goffman, E (1981). Forms of talk. Philadelphia: University of Pennsylvania Press.
  • Goldberger, P. (2007, February 22). Disconnected urbanism: The mobile phone has changed our sense of place more than faxes, computers and e-mail. Metropolis Magazine. Retrieved November 1, 2010 from http://www.metropolismag.com/cda/story.php?artid=254.
  • Gordon, E. (2010). The urban spectator: American concept-cities from Kodak to Google. Hanover, NH: Dartmouth College Press.
  • Gournay, C. de (2002). Pretense of intimacy in France. In Katz, J. E., & Aakhus, M., (Eds.) Perpetual Contact (pp. 193–205). Cambridge: University of Cambridge Press.
  • Haas, T. (2008). New urbanism and beyond: designing cities for the future. New York: Rizzoli.
  • Habuchi, I. (2005). Accelerating reflexivity. In Ito, M., Okabe, D. & Matsuda, M., (Eds.), Personal, portable, pedestrian: Mobile phones in Japanese life (pp. 163–182). Cambridge, MA: MIT Press.
  • Hampton, K., & Gupta, N. (2008). Community and social interaction in the wireless city: Wi-fi use in public and semi-public spaces. New Media and Society, 10 (8), 831.
  • Hampton, K. N., Livio, O., & Goulet, S. (2010). The social life of wireless urban spaces: Internet use, social networks, and the public realm. Journal of Communication, 4, 701–722.
  • Jacobs, J. (1969). The death and life of great American cities. New York: Modern Library.
  • Jacobs, J. (2002). The death and life of great American cities. New York: Random House.
  • Leccese, M., McCormick, K., & Congress for the New Urbanism. (2000). Charter of the new urbanism. New York: McGraw Hill.
  • Licoppe, C., and Inada, Y. (2006). Emergent uses of a multiplayer location-aware mobile game: The interactional consequences of mediated encounters. Mobilities, 1, 39–61.
  • Ling, R. (2004). The mobile connection: The cell phone’s impact on society. San Francisco, CA: Morgan Kaufmann.
  • Matsuda, M. (2005). Mobile communication and selective sociality. In Ito, M., Okabe, D., & Matsuda, M., (Eds.), Personal, portable, pedestrian: Mobile phones in Japanese life (pp. 123–142). Cambridge, MA: MIT Press.
  • Meyrowitz, J. (1985). No sense of place: the impact of electronic media on social behavior. New York: Oxford University Press.
  • Plant, S. (2001). On the mobile: The effects of mobile telephones on social and individual life. Motorola. Excerpt retrieved November 1, 2010 from http://www.cyborganthropology.com/On_the_Mobile.
  • Puro, J. P. (2002). Finland: A mobile culture. In Katz, J., & Aakhus, M., (Eds.), Perpetual contact: Mobile communication, private talk, public performance (pp. 19–29). Cambridge: Cambridge University Press.
  • Putnam, R. D. (2000). Bowling alone: The collapse and revival of American community. New York: Simon & Schuster.
  • Rheingold, H. (1993). The virtual community: Homesteading on the electronic frontier. Reading, MA: Addison-Wesley.
  • Rheingold, H. (2002). Smart mobs: The next social revolution. Cambridge, MA: Perseus.
  • Simmel, G. (1971). “The metropolis and mental life,” on individuality and social forms; selected writings. Ed. D. N. Levine. Chicago, IL: University of Chicago Press.
  • Simmel, G., & Frisby, D. (2004). The philosophy of money. 3rd edn. London and New York: Routledge.
  • Uzzell, D. (2008). People-environment relations in a digital world, Journal of Architecture and Planning Research, 25 (2), 94–105.
  • Varnelis, K., & Friedberg, A. (2008). Place: The networking of public space. In Varnelis, K., (Ed.). Networked Publics (pp. 15–42). Cambridge, MA: MIT Press.
  • Wellman, B. (2002). Little boxes, glocalization, and networked individualism. In Tanabe, M., van den Besselaar, P., Ishida, T. (Eds.). Digital cities, LNCS 2362 (pp. 10–25). Berlin and Heidelberg: Springer-Verlag.
  • Whyte, W. H. (1980). The social life of small urban spaces. New York: Project for Public Places Inc.
  • Zeuner, L. (2003). Cultural sociology from concern to distance. Trans. S. Harris. Copenhagen: Copenhagen Business School Press.

الفصل الخامس: المجتمع

  • Allen, J. (2010, January 11). Government 2.0: Activist paradise, or treading on the poor? Mix Online. Retrieved November 1, 2010 from http://visitmix.com/opinions/Government-20-Activist-Hero-or-Treading-on-the-Poor.
  • Bain, B. (2008, March 20). Tapscott: Governance by participation. Federal Computer Week. Retrieved November 1, 2010 from http://www.fcw.com/print/22_6/features/151973-1.html.
  • Boyd, D. M. & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13 (1), article 11. Retrieved November 1, 2010 from http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html.
  • Carlson, N. (2010, February 17). AOL to launch “hundreds” of local news sites in 2010. Business Insider. Retrieved November 1, 2010 from http://www.businessinsider.com/aol-plans-to-launch-hundreds-of-local-news-sites-in-2010-2010-2.
  • Carr, N. (2010). The shallows: What the Internet is doing to our brains. New York: W. W. Norton.
  • Castells, M. (2009). Communication power. Oxford and New York: Oxford University Press.
  • DeNeve, K. M., & Heppner, M. J. (1997). Role play simulations: The assessment of an active learning technique and comparisons with traditional lectures. Innovative Higher Education, 21 (3), 231–246.
  • Dibbell, J. (1999). My tiny life: Crime and passion in a virtual world. New York: Henry Holt.
  • Drapeau, M. (2010, January 8). Government 2.0, meet Citizen 2.0. Federal Computer Week. Retrieved November 1, 2010 from http://fcw.com/articles/2010/01/11/comment-drapeau-government-20.aspx.
  • Economist. (2010, February 4). Of governments and geeks. The Economist. Retrieved November 1, 2010 from http://www.economist.com/node/15469415?story_id=15469415.
  • Elliott, M. (2000). The stress process in neighborhood context. Health and Place, 6 (4), 287–299.
  • Engagement Game Lab. (2009-10). Participatory Chinatown [Game]. Retrieved November 1, 2010 from http://engagementgamelab.org.
  • Farhi, P. (2007). Rolling the dice. American Journalism Review, June/July. Retrieved November 1, 2010 from http://www.ajr.org/article.asp?id=4343.
  • Foth, M., Bajracharya, B., Brown, R. & Hearn, G. (2009). The second life of urban planning? Using neogeography tools for community engagement. Journal of Location Based Services, 3 (2), 97–117.
  • Gordon, E. (2010). The urban spectator: American concept-cities from Kodak to Google. Hanover, NH: Dartmouth College Press.
  • Gordon, E., & Koo, G. (2008). Placeworlds: Using virtual worlds to foster civic engagement. Space and Culture, 11 (3), 204–221.
  • Gordon, E., & Manosevitch, E. (2010, June 21). Augmented deliberation: Merging physical and virtual interaction to engage communities in urban planning. New Media & Society. DOI: 10.1177/1461444810365315.
  • Hampton, K. N. (2007). Neighborhoods in the network society the e-neighbors study. Information, Communication & Society, 10 (5), 714–748.
  • Hampton, K. N. (2010). Internet use and the concentration of disadvantage: Glocalization and the urban underclass. American Behavioral Scientist, 53 (8), 1111–1132.
  • Hampton, K., & Wellman, B. (2003). Neighboring in Netville: How the internet supports community and social capital in a wired suburb. City and Community, 2 (4), 277–311.
  • Hansell, S. (2009, March 17). Government 2.0 meets catch 22 [Blog post]. Retrieved November 1, 2010 from http://bits.blogs.nytimes.com/2009/03/17/government-20-meets-catch-22/.
  • Jeffres, L. W. (2008). An urban communication audit: Measuring aspects of a communicative city. Gazette, 70, 257–273.
  • Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York: New York University Press.
  • Johnson, S. (2001). Emergence: The connected lives of ants, brains, cities and software. New York: Scribner.
  • Kahlenberg, R. R. (2005, April 30). Social network blossoms in well-linked neighborhood. Washington Post. Retrieved November 1, 2010 from http://www.washingtonpost.com/wp-dyn/content/article/2005/04/29/AR2005042900657.html.
  • Kahne, J., Middaugh, E., & Evans, C. (2008). The civic potential of video games [White Paper]. MacArthur Foundation. Retrieved November 1, 2010 from http://www.civicsurvey.org/Civic_Potential_of_Games.pdf.
  • Kapor, M. (1993). Where is the digital highway really heading? Wired Magazine. Retrieved November 1, 2010 from http://wired.com/wired/archive/1.03/kapor.on.nii_pr.html.
  • Katz, J., & Aahkus, M. (2002). Perpetual contact: Mobile communication, private talk, public performance. Cambridge: Cambridge University Press.
  • Kavanaugh, A., Isenhour, P., Cooper, M., Carroll, J. M., Rosson, M. B. & Schmitz, J. (2005). Information technology in support of public deliberation. In van den Besselaar, P., de Michelis, G., Preece J., & Simone, C. (Eds.). Communities and Technologies (pp. 19–40). The Netherlands: Kluwer Academic.
  • Kettl, D. (2009). The next government of the United States: Why our institutions fail us and how to fix them. New York: W. W. Norton.
  • Lanier, J. (2010). You are not a gadget: A manifesto. New York: Knopf.
  • Lenhart, A., Madden, M., Macgill, A. R., & Smith, A. (2007). Teens and social media: The use of social media gains a greater foothold in teen life as they embrace the conversational nature of interactive online media. Washington, DC: Pew Internet & American Life Project.
  • Lessig, L. (2009, October 9). Against transparency: The perils of openness in government. The New Republic. Retrieved November 1, 2010 from http://www.tnr.com/article/books-and-arts/against-transparency.
  • Lindgren, T. (2009). Place blogging: Local economies of attention in the network. PhD dissertation, Boston College. Retrieved November 1, 2010 from www.placeblogging.com/.
  • McDonough, L. (2010, February 8). Send photo, get action—for now. The Boston Globe. Retrieved November 1, 2010 from http://www.boston.com/bostonglobe/editorial_opinion/letters/articles/2010/02/08/send_photo_get _action_for_now/.
  • Meyrowitz, J. (1985). No sense of place: the impact of electronic media on social behavior. New York: Oxford University Press.
  • Moores, S. (2004).Thedoublingof place: electronicmedia, time-space arrangements and social relationships. In Couldry, B. & McCarthy, A. (Eds.), Media/space: Place, scale and culture in a media age (pp. 21). London:Routledge (Comedia).
  • Murray, J. (1999). Hamlet on the Holodeck: The future of narrative in cyberspace. Cambridge, MA: MIT Press.
  • Noveck, B. S. (2008). Wiki government: How open-source technology can make government decision-making more expert and more democratic. Democracy Journal, 7 (Winter). Retrieved November 1, 2010 from http://www.democracyjournal.org/article.php?ID=6570.
  • O’Reilly, T. (2009, August 10). Gov 2.0: The promise of innovation. Forbes.com. Retrieved November 1, 2010 from http://www.forbes.com/2009/08/10/government-internet-software-technology-breakthroughs-oreilly.html.
  • Obama, B. (2009). Transparency and open government. The Whitehouse. Retrieved November 1, 2010 from http://www.whitehouse.gov/the_press_office/TransparencyandOpenGovernment/.
  • Park, R., McKenzie, R. D. & Burgess, E. (1925). The city: Suggestions for the study of human nature in the urban environment. Chicago, IL: University of Chicago Press.
  • Plant, S. (2001, October 28). On the mobile. The effects of mobile telephones on social and individual life. Motorola. Excerpt retrieved November 1, 2010 from http://www.cyborganthropology.com/On_the_Mobile.
  • Putnam, R. D. (2000). Bowling alone: The collapse and revival of American. Community. New York: Simon & Schuster.
  • Ross, C. E. (2000). Neighborhood disadvantage and adult depression. Journal of Health and Social Behavior, 41 (2), 177–187.
  • Roush, W. (2007, September 18). My speech in second life: Moshing with metaverse-molders. Xconomy. Retrieved November 1, 2010 from http://www.xconomy.com/2007/09/18/moshing-with-metaverse-molders-in-second-life/.
  • Sampson, R., & Groves, B. (1989). Community structure and crime: Testing social-disorganization theory. American Journal of Sociology, 94 (4), 774–802.
  • Sander, T. H., & Putnam, R. D. (2010). Still bowling alone? The post-9/11 split. Journal of Democracy, 21 (1), 9–16.
  • Shirky, C. (2008). Here comes everybody: The power of organizing without organization. New York: Penguin.
  • Simkins, D. W. & Steinkuehler, C. (2008). Critical ethical reasoning and role-play. Games and Culture, 3 (3/4), 333–355.
  • Simmel, G. (1971). The metropolis and mental life. In On individuality and social forms: selected writings. Chicago, IL: University of Chicago Press.
  • Spigel, L. (1992). Make room for TV: Television and the family ideal in postwar America. Chicago, IL: University of Chicago Press.
  • Sunstein, C. (2006). Infotopia: How many minds produce knowledge. Oxford: Oxford University Press.
  • Tönnies, F. (2002). Community and society. New York: Dover.
  • Urry, J. (2003). Social networks, travel and talk. British Journal of Sociology, 54 (2), 155–175.
  • Wellman, B., & Wortlet, S. (1990). Different strokes from different folks: Community ties and social support. American Journal of Sociology, 96, 558–588.
  • Williams, L. (2005). If I didn’t build it, they wouldn’t come: Citizen journalism is discovered (alive) in Watertown, MA. Retrieved November 1, 2010 from http://journalism.nyu.edu/pubzone/weblogs/pressthink/2005/11/14/lw _h2tn.html.
  • Yee, N., & Bailenson, J. N. (2006). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Paper presented at PRESENCE 2006: The 9th Annual International Workshop on Presence, Cleveland, Ohio.

الفصل السادس: الخصوصية

  • ABI, Research. (2009). Mobile location based services: Applications, platforms, positioning technology, handset evolution, and business model migration. Retrieved November 1, 2010 from http://www.abiresearch.com/research/1003335-Mobile+Location+Based+Services.
  • Ackerman, M. S., Cranor, L., & Reagle, J. (1999). Privacy in e-commerce: Examining user scenarios and privacy preferences. Proceedings of the 1st ACM Conference in Electronic Commerce, 1–8. DOI: 10.1145/336992.336995.
  • Ackerman, L., Kempf, J., & Miki, T. (2003). Wireless location privacy: A report on law and policy in the United States, the European Union, and Japan. San Jose, CA: DoCoMo. Retrieved November 1, 2010 from http://www.docomolabs-usa.com/pdf/DCL-TR2003-001.pdf.
  • Amouth, D. (2008, June 2). Small Minnesota town tells Google to take a hike. PCWorld. Retrieved November 1, 2010 from http://blogs.pcworld.com/staffblog/archives/007044.html.
  • Andrejevic, M. (2007). Surveillance in the digital enclosure. Communication Review, 10, 295–317.
  • Arendt, H. (1958). The human condition. Chicago, IL: University of Chicago Press.
  • Arran, T. (2009). Locating privacy. GPS Business News. Retrieved November 1, 2010 from http://www.gpsbusinessnews.com/Locating-Privacy_a1474.html.
  • Barkuus, L., & Dey, A. (2003). Location-based services for mobile telephony: A study of users’ privacy concerns. Proceedings of the INTERACT 2003, 9TH IFIP TC13 International Conference on Human-Computer Interaction, July. Retrieved November 1, 2010 from http://intel-research.net/Publications/Berkeley/072920031046_154.pdf.
  • Boltanski, L. (1999). Distant suffering: Morality, media and politics. New York: Cambridge University Press.
  • Boring, A. C., & Boring, C. vs. Google, Inc., 2:08-cv-00694-ARH (Western District of Pennsylvania, 2009).
  • Bull, M. (2001). The world according to sound: Investigating the world of walkman users. New Media and Society, 3, 179–197.
  • Bull, M. (2006). Investigating the culture of mobile listening: From Walkman to iPod. In O’Hara, K., & Brown, B. (Eds.), Consuming music together: Social and collaborative aspects of music consumption technologies (pp. 131–149). Amsterdam: Springer Netherlands.
  • Castells, M. (2000) The rise of the network society. Oxford: Blackwell.
  • Castells, M. (2009). Communication power. Oxford: Oxford University Press.
  • CBC, News. (2009, February 4). Google people tracker raises privacy issues. CBC News, Technology and Science section. Retrieved November 1, 2010 from http://www.cbc.ca/technology/story/2009/02/04/google-latitude.html.
  • Chalmers, I. (1994). Migrancy, culture, and identity. London: Routledge.
  • de Souza e Silva, A. & Frith, J. (2010a). Locative mobile social networks: Mapping communication and location in urban spaces. Mobilities, 5 (4), 485–506.
  • de Souza e Silva, A. & Frith, J. (2010b). Locational privacy in public spaces: Media discourses on location-aware mobile technologies. Communication, Culture and Critique, 3 (4), 503–525. DOI: 10.1111/ j.1753–9137.2010.01083.x.
  • de Souza e Silva, A., & Sutko, D. M. (2008). Playing life and living play: How hybrid reality games reframe space, play, and the ordinary. Critical Studies in Media Communication, 25 (5), 447–765.
  • de Souza e Silva, A., & Sutko, D. M. (2009). On the social and political implications of hybrid reality gaming: An interview with Matt Adams from Blast Theory (pp. 71–82). In Digital cityscapes: Merging digital and urban playspaces. New York: Peter Lang.
  • D’Entrèves, M. P. (1994). The political philosophy of Hannah Arendt. London: Routledge.
  • Deleuze, G. (1992). Postscript on the societies of control. October 59, Winter 1992, 3–7. Cambridge, MA: MIT Press.
  • Dourish, P. (2006) Re-space-ing place: “Place” and “Space” ten years on. Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work (pp. 299–308). Banff, Alberta, Canada.
  • Endo, E. (2009, February 5). Google online tool lets you track friends. Newsday, p. A08.
  • Fortunati, L. (2002). Italy: Stereotypes, true and false. In Katz, J., & Aakhus, M. (Eds.), Perpetual contact: Mobile communication, private talk, public performance (pp. 42–62). Cambridge: Cambridge University Press.
  • Foucault, M. (1995). Discipline and punish: The birth of the prison. 2nd Vintage Books edn. New York: Vintage Books.
  • Gant, D. & Kiesler, S. (2002). Blurring the boundaries: Cell phones, mobility, and the line between work and personal life. In Brown, B., Green, N. & Harper, R. (Eds.), Wireless world: Social and interactional aspects of the mobile age (pp. 121–131). London: Springer-Verlag.
  • Gordon, E. (2009). Redefining the local: The distinction between located information and local knowledge in location-based games. In de Souza e Silva, A. & Sutko, D. M. (Eds.), Digital cityscapes: Merging physical and digital playspaces (pp. 21–36). New York: Peter Lang.
  • Hosokawa, S. (1984). The Walkman effect. Popular Music, 4, 165–180.
  • Hosokawa, S. (1987). Der Walkman-Effekt. Berlin: Merve.
  • Humphreys, L. (2007). Mobile social networks and social practice: A case study of Dodgeball. Journal of Computer-Mediated Communication, 13 (1). Retrieved November 1, 2010 from http://jcmc.indiana.edu/vol13/issue1/humphreys.html.
  • Kafka, F. (1998 [1925]). The trial. New York: Shocken Books.
  • Katz, J., & Aakhus, M. (2002). Perpetual contact: Mobile communication, private talk, public performance. Cambridge, MA: Cambridge University Press.
  • Laselle, L. (2009, February 29). Where Google meets Facebook meets GPS. The Globe and Mail, Globe Life section, p. L3. Retrieved November 1, 2010 from http://www.theglobeandmail.com/life/article10137.ece.
  • Licoppe, C., & Inada, Y. (2006) Emergent uses of a multiplayer location-aware mobile game: The interactional consequences of mediated encounters. Mobilities, 1 (1): 39–61.
  • Licoppe, C., & Inada, Y. (2009). Mediated co-proximity and its dangers in a location-aware community: A case of stalking. In de Souza e Silva, A., & Sutko, D. M. (Eds.), Digital cityscapes: Merging digital and urban playspaces (pp. 100–128). New York: Peter Lang.
  • Ling, R. (2004). The mobile connection: The cell phone’s impact on society. San Francisco, CA: Morgan Kaufman.
  • Loopt., (2008). G1 users, Loopt has arrived! Retrieved November 1, 2010 from http://blog.loopt.com/page/16/.
  • Manguel, A. (1997). A history of reading. New York: Penguin Books.
  • Mann, S., Nolan, J., & Wellman, B. (2003). Sousveillance: Inventing and wearing usable computing devices for data collection in surveillance environments. Surveillance and Society, 1 (3), 331–355.
  • Mark, R. (2009, March 5). Google promises memory loss for latitude. eWeek, Messaging and Collaboration section. Retrieved November 1, 2010 from http://www.eweek.com/c/a/Messaging-and-Collaboration/Google-Promises-Memory-Loss-for-Latitude/.
  • Markoff, J. (2009, February 16). The cellphone, navigating our lives. The New York Times. Finance section. Retrieved November 1, 2010 from http://www.nytimes.com/2009/02/17/science/17map.html.
  • Marvin, C. (1990). When old technologies were new. Oxford: OxfordUniversity Press.
  • Mason, R. (2009 April, 27). Acxiom: The company that knows if you own a cat or if you’re right-handed. Daily Telegraph, Finance section, p. 5. Retrieved November 1, 2010 from http://www.telegraph.co.uk/finance/newsbysector/retailandconsumer/5231752/Acxiom-the-company-that-knows-if-you-own-a-cat-or-if-youre-right-handed.html.
  • Moores, S. (2004). The doubling of place: Electronic media, time-space arrangements, and social relationships. In Couldry, N., & McCarthy, A. (Eds.), Media/space: Place, scale and culture in a media age (pp. 21–36). London and New York: Routledge.
  • Nova, N., & Girardin, F. (2007). CatchBob! [Game]. CRAFT—Swiss Federal Institute of Technology, Lausanne, Switzerland.
  • Nova, N., & Girardin, F. (2009). Framing issues for the design of location-based games. In de Souza e Silva, A., & Sutko, D. M. (Eds.), Digital cityscapes: Merging digital and urban playspaces (pp. 168–186). New York: Peter Lang.
  • Orwell, G. (2002 [1949]). 1984. New York: Rosetta Books.
  • Poulsen, K. (2007). Want off Street View? Google wants your ID and a sworn statement. Wired: Threat Level Blog. Retrieved November 1, 2010 from http://blog.wired.com/27bstroke6/2007/06/want_off_street.html.
  • Puro, J. P. (2002). Finland, a mobile culture. In Katz, J., & Aakhus, M. (Eds.), Perpetual contact: Mobile communication, private talk, public performance (pp. 19–29). Cambridge, MA: Cambridge University Press.
  • Raynes-Goldie, K. (2010). Aliases, creeping, and wall cleaning: Understanding privacy in the age of Facebook. First Monday, 15 (1). Retrieved November 1, 2010 from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2775/2432.
  • Rowan, D. (2009, March 28). Wired editor: Google has us all in its web. The Times, Saturday Review, Features, p. 4. Retrieved November 1, 2010 from http://technology.timesonline.co.uk/tol/news/tech_and_web/article5986190.ece.
  • Solove, D. (2004). The digital person: Technology and privacy in the information age. New York and London: New York University Press.
  • Solove, D. (2008). Understanding privacy. New York: Harvard University Press.
  • Sterne, J. (2003). The audible past: Cultural origins of sound reproduction. Durham, NC: Duke University Press.
  • Sunstein, C. (2006). Infotopia: How many minds produce knowledge. Oxford: Oxford University Press.
  • Sutko, D. M., & de Souza e Silva, A. (in press). Location aware mobile media and urban sociability. New Media & Society.
  • Warren, P. (2009, April 2). The end of privacy? Forget Street View, there is a far more subtle—and pervasive—invasion of your private life being carried out—this time through your mobile phone. The Guardian, Technology section, p. 1. Retrieved November 1, 2010 from http://www.guardian.co.uk/technology/2009/apr/02/google-privacy-mobile-phone-industry.
  • Warren, S., & Brandeis, L. (1890). The right to privacy. Harvard Law Review, 4 (5). Retrieved November 1, 2010 from http://groups.csail.mit.edu/mac/classes/6.805/articles/privacy/Privacy_brand_warr2.html.
  • Whyte, W. H. (1980). The social life of small urban spaces. New York: Project for Public Places.
  • Wood, D., & Graham, S. (2005). Permeable boundaries in the software-sorted society: Surveillance and the differentiation ofmobility. In Sheller, M. & Urry, J. (Eds.), Mobile technologies of the city (pp. 177–191). London: Routledge.

الفصل السابع: العولمة

  • Ambinder, M. (2009, June 15). The revolution will be Twittered. The Atlantic. Retrieved November 1, 2010 from http://politics.theatlantic.com/2009/06/its_too_easy_to_call.php.
  • Bar, F., Pisani, F., & Weber, M. (2007 April). Mobile technology appropriation in a distant mirror: Baroque infiltration, Creolization, and cannibalism. Paper presented at the Seminário sobre Desarrollo Económico, Desarrollo Social y Comunicaciones Móviles en América Latina, Buenos Aires, Argentina.
  • Bimber, B., Flanagin A., & Stohl, C. (2005). Reconceptualizing collective action in the contemporary media environment. Communication Theory, 15 (4), 365–388.
  • Canclini, N. G. (2001). Consumers and citizens: Globalization and multicultural conflicts. Minneapolis: University of Minnesota Press.
  • Castells, M. (2000). The rise of the network society. Oxford: Blackwell.
  • Castells, M., Fernández-Ardevol M., Qiu, J., & Sey, A. (2007). Mobile communication and society: A global perspective. Cambridge, MA: MIT Press.
  • Couclelis, H. (2007). Misses, near-misses and surprises in forecasting the informational city. In Miller, H. J. (Ed.), Societies and cities in the age of instant access (pp. 70–83). Dordrecht, The Netherlands: Springer.
  • de Souza e Silva, A., Sutko, D. M., Salis, F. & de Souza e Silva, C. (in press). Mobile phone appropriation in the favelas of Rio de Janeiro, Brazil. New Media & Society, 12 (1).
  • Donner, J. (2005, May). The rules of beeping: Exchanging messages using missed calls on mobile phones in sub-Saharan Africa. Paper submitted to the 55th Annual Conference of the International Communication Association, New York, pp. 26–30.
  • Dourish, P. & Bell, G. (2007). The infrastructure of experience and the experience of infrastructure: Meaning and structure in everyday encounters with space. Environment and Planning B: Planning and Design, 34 (3), 414–430.
  • Farley, T. (2005). Mobile telephone history. Telektronikk, 3 (4), 22–34.
  • Gibson, W. (1984). Neuromancer. New York: Berkley.
  • Goggin, G. (2006). Cell phone culture: Mobile technology in everyday life. New York: Routledge.
  • Grossman, L. (2009, June 17). Iran protests: Twitter, the medium of the movement. Time. Retrieved November 1, 2010 from http://www.time.com/time/world/article/0,8599,1905125,00.html.
  • Harayama, Y. (2001). Japanese technology policy: History and a new perspective. REITI Discussion Paper Series, 01-E-001. Tokyo: Research Institute of Economy, Trade and Industry.
  • Hofstede, G. (2001). Culture’s consequences: Comparing values, behaviors, institutions, and organizations across nations. 2nd edn. Thousand Oaks, CA: Sage.
  • Inkster, I., & Satofuka, F. (2000). Culture and technology in modern Japan. New York: I. B. Taurus.
  • Ito, M., Okabe, D., & Matsuda, M. (Eds.). (2005). Personal, portable, pedestrian: Mobile phones in Japanese life. Cambridge, MA: MIT Press.
  • Lefebrve, H. (1991). The production of space. Oxford: Blackwell.
  • Lin, T., & Zhou, K. (2009, July 1). The growing of Tiantongyuan. China Youth Daily. Retrieved November 1, 2010 from http://www.cyol.net/zqb/content/2009-07/01/content_2736346.htm.
  • Meyrowitz, J. (2005). The rise of glocality: New senses of place and identity in the global village. In Nyíri, K. (Ed.), A sense of place: The global and the local in mobile communication (pp. 21–30). Vienna, Austria: Passagen Verlag.
  • Miyata, K., Boase, J., Wellman, B. & Ikeda, K. (2005). The mobile-izing Japanese: Connecting to the internet by PC and webphone in Yamanashi. In Ito, M., Okabe, D., & Matsuda M. (Eds.), Personal, portable, pedestrian: Mobile phones in Japanese life (pp. 143–164). Cambridge, MA: MIT Press.
  • MSNBC. (2005, October 7). A cell phone that points to Mecca: “Ilkone” reminds Muslims of 5 daily prayer times. MSNBC, Technology and Science section. Retrieved November 1, 2010 from http://www.msnbc.msn.com/id/9622362/.
  • NTTDOCOMO.(2009a). “i-concier” service heralds age of personalization. NTT DOCOMO Mobility Quarterly. Retrieved November 1, 2010 from http://www.nttdocomo.com/binary/press/mobility_doc_24.pdf.
  • NTT DOCOMO. (2009b). What’s “Osaifu-Keitai”? NTT DOCOMO official website. Retrieved November 1, 2010 from http://202.214.192.60/english/service/convenience/osaifu/about/.
  • Okada, T. (2005). Youth culture and the shaping of Japanese mobile media: Personalization and the keitai internet as multimedia (pp. 41–60). In Ito, M., Okabe, D. & Matsuda, M., (Eds.), Personal, portable, pedestrian: Mobile phones in Japanese life. Cambridge, MA: MIT Press.
  • Orwell, G., (1949).1984. New York: Rosetta Books.
  • Pilgrim, R., & Ellwood, R. (1985). Japanese religion. 1st edn. Englewood Cliffs, NJ: Prentice Hall.
  • Rafael, V., (2003) The cell phone and the crowd: Messianic politics in the contemporary Philippines. Public Culture, 15 (3), 399–425.
  • Rheingold, H., (2002) Smart mobs: The next social revolution. Cambridge, MA: Perseus.
  • Schectman, J. (2009, June 17). Iran’s Twitter revolution? Maybe not yet. Bloomberg Business Week. Retrieved November 1, 2010 from http://www.businessweek.com/technology/content/jun2009/tc20090617_803990.htm?chan=top+news_top+newsþindex+-+temp_newsþ%2Bþanalysis.
  • Shan, H. (2008, January9).Residentsurge rail access. China.org.cn. Retrieved November 1, 2010 from: http://www.china.org.cn/english/China/240033.htm.
  • Shigeyuki, K., Satoshi, H., Nobuo, M., Myungsoo, K., Wann, Y., Juneyoung, K., Kiho K., Hyungchul, K., & Hyonnie, L. (2001). Comparison between Japanese and Korean cities from the view of compact city living environment system: Comparative study on the residents’ transport behaviour between the Western Area of Fukuoka City and Sungnam City. Fukuoka University Review of Technological Sciences, 67, 59–67.
  • TRENDSnIFF. (2009). China internet users reach 360 mil, mobile internet 192 mil. TRENDSnIFF Blog. Retrieved November 1, 2010 from http://trendsniff.com/2009/11/08/china-Internet-users-reach-360-mil-mobile-Internet-192-mil/.

الخاتمة

  • Agar, J. (2004). Constant touch: A global history of the mobile phone. Duxford, UK: Icon Books.
  • Arnquist, S. (2009, October 5). In rural Africa, a fertile market for mobile phones. The New York Times, Science section. Retrieved November 9, 2010 from http://www.nytimes.com/2009/10/06/science/06uganda.html.
  • Bell, G. (2005). The age of the thumb: A cultural reading of mobile technologies from Asia. In Glotz, P., Bertschi, S., & Locke C. (Eds.). Thumb culture: The meaning of mobile phones for society. Bielefeld, Germany: Transcript Verlag.
  • Castells, M. (2009). Communication power. Oxford: Oxford University Press.
  • Constantinescu, S. (2009, October 23). People in Kenya can now buy flights and bus tickets with their mobile phone; I wish I was joking. Retrieved November 9, 2010 from http://www.intomobile.com/2009/10/23/people-in-kenya-can-now-buy-flights-and-bus-tickets-with-their-mobile-phone-i-wish-i-was-joking.html.
  • Dourish, P. & Bell, G. (2007). The infrastructure of experience and the experience of infrastructure: Meaning and structure in everyday encounters with space. Environment and Planning B: Planning and Design, 34 (3), 414–430.
  • Farley, T. (2005). Mobile telephone history. Telektronikk, 3 (4), 22–34.
  • Frattasi, S., Fathi, H., Fitzek, F. H. P., Prasad, R., & Katz, M. D. (2006). Defining 4G technology from the users’ perspective. IEEE Network, 20 (1), 35–41.
  • Gibson, W. (2010, August 31). Google’s Earth. The New York Times. Retrieved November 9, 2010 from http://www.nytimes.com/2010/09/01/opinion/01gibson.html.
  • Goggin, G. (2006). Making voice portable: The early history of the cell phone. In Cell phone culture: Mobile technology in everyday life (pp. 19–40). New York: Routledge.
  • Greenfield, A. (2006). Everyware: The dawning age of ubiquitous computing. Berkeley, CA: New Riders.
  • Houghton, J., Reiners, J., & Lim, C. (2009). Intelligent transport: How cities can improve mobility. IBM Global Business Services. Somer, NY: IBM Corporation. Retrieved November 9, 2010 from ftp://public.dhe.ibm.com/common/ssi/ecm/en/gbe03232usen/GBE03232USEN.PDF.
  • Ito, M., Okabe, D., & Matsuda, M. (Eds.) (2005). Personal, portable, pedestrian: Mobile phones in Japanese life (pp. 123–142). Cambridge, MA: MIT Press.
  • Javaid, U., Rasheed, T., Meddour, D., Ahmed, T., & Prasad N. R. (2008). A novel dimension of cooperation in 4G. IEEE Technology and Society Magazine, Spring, 29–40.
  • Jenkins, H. (2006a). Fans, bloggers, and gamers: Exploring participatory culture. New York: New York University Press.
  • Jenkins, H. (2006b). Convergence culture: Where old and new media collide. New York: New York University Press.
  • Katz, M. D., & Fitzek, F. H. P. (2006). Cooperation in 4G networks: Cooperating in a heterogeneous wireless world. In Fitzek, F. H. P., & Katz, M. D. (Eds.), Cooperation in wireless networks: Principles and applications; real egoistic behavior is to cooperate! Dordrecht, The Netherlands: Springer.
  • Lanka Business Online, (2009, October 7). Mobile phones ring in growth in emerging markets. Lanka Business Online. Retrieved November 1, 2010 from http://www.lankabusinessonline.com/fullstory.php?nid=829481534.
  • Nugroho, Y. (2002, August 12). Addiction to mobile phones amid neo- liberalism. The Jakarta Post. Retrieved November 9, 2010 from http://www.thejakartapost.com/news/2002/08/12/addiction-mobile-phones-amid-neoliberalism.html.
  • Ozcan, Y. Z., & Kocak, A. (2003). Research note: A need or a status symbol? Use of cellular telephones in Turkey. European Journal of Communication, 18 (2), 241–254.
  • Rheingold, H. (2002). Smart mobs: The next social revolution. Cambridge, MA: Perseus.
  • Saveri, A., Rheingold, H., & Vian, K. (2008). Technologies of cooperation: A social-technical framework for robust 4G. IEEE Technology and Society Magazine, Summer, 11–23.
  • Shirky, C. (2008). Here comes everybody: The power of organizing without organizations. New York: Penguin.
  • Turkle, S. (1995). Life on the screen: Identity in the age of the internet. New York: Simon & Schuster.
  • Weiser, M. (1991). The computer for the 21st century. Scientific American, 265, 94–104.
  • Wilson, J. (2006). 3G to web 2.0? Can mobile telephony become an architecture of participation? Convergence: The International Journal of Research into New Media Technologies, 12 (2), 229–242.

جميع الحقوق محفوظة لهنداوي فاونديشن سي آي سي © 2019

تسجيل الدخول

هذا الحساب غير مُفعَّل، يُرجى التفعيل لتسجيل الدخول‎‎

Mail Icon

إنشاء حساب

Mail Icon

لقد أرسلنا رسالة تأكيد التسجيل إلى يرجى التحقق من البريد الوارد الخاص بك وتأكيد بريدك الالكتروني لاستكمال عملية اشتراكك.

نسيت كلمة السر؟

Mail Icon

إذا كان البريد الإلكترونى الذى أدخلتة متصلا بحساب فى هنداوي فاونديشن سي آي سي، فسيتم إرسال رساله مع إرشادات لإعادة ضبط كلمة السر.