
Publications
- de Souza e Silva, A. & Glover-Rijkse, R. (Eds.) (2020). Hybrid Play: Crossing Boundaries in Game Design, Player Identities and Play Spaces. New York: Routledge Press.
- Glover-Rijkse, R. (2020). You start it: A dialogue with Nick Tandavanitj (Blast Theory). In. A. de Souza e Silva & R. Glover-Rijkse (Eds.), Hybrid Play: Crossing Boundaries in Game Design, Player Identities and Play Spaces. New York: Routledge Press.
- Schneier, J., & Taylor, N. (2018). Handcrafted gameworlds: Space-time biases in mobile Minecraft play. New Media & Society, 20(9), 3420–3436.
- de Souza e Silva, A., Duarte, F., & Damasceno, C. (2017). Creative appropriations in hybrid spaces: Mobile interfaces in art and games in Brazil. International Journal of Communication, 11, 1705-1728.
- de Souza e Silva, A. (2017). Mobile Culture in Brazil: Creative uses of mobile technologies in art, games, and low-income communities. TAG Research Center and SSHRC IG Project. Concordia University, Montréal, Canada: March 30.
- Lohmeyer, E. (2017) Please do touch (and disrupt) the art: Glitch-kinesthetics and spectator agency in super metroid: nightmare edition. The Video Game Art Reader. Ed. Tiffany Funk. 1(1). Forthcoming.
- Lohmeyer, E. (2017). The camera-body: Affectivity, modulation, and GoPro technology in the control society. Refractory: Journal of Entertainment Media. 29(1).
- de Souza e Silva, A. (2016). Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces. Mobile Media and Communication, 5 (1), 20-23. DOI:10.1177/2050157916676232.
- Lohmeyer, E. (2016). Navigating haptic space in video games. Analog Game Studies. 3(5)
- Lohmeyer, E. (2016). Cinema/cybernetics/visuality: A conversation with Orit Halpern. International Journal of Communication. 11(1).
- de Souza e Silva, A., & Frith, J. (2015). Location-based mobile games: Interfaces to urban spaces. In V. Frissen, S. Lammes, M. De Lange, J. De Mul, & J. Raessens (Eds.). Playful Identities: The ludification of digital media cultures (pp. 169-180). Amsterdam: Amsterdam University Press.
- Lohmeyer, E. & Kirby, J.( 2015). The body-sonic. Hyperrhiz: New Media Cultures. 12(1).
- Shklovski, I., & de Souza e Silva, A. (2012). An urban encounter: Realizing online connectedness through local urban play. Information, Communication and Society, 16 (3), 340-361. DOI: 10.1080/1369118X.2012.756049.
- 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., & 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. (2009) Digital cityscapes: Merging digital and urban playspaces. Peter Lang Publishing Inc.
- 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.
- 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.
de Souza e Silva, A. (2007). eXistenZ: From fiction to reality. In: F. Borries, S. Walz, & M. Böttger (Eds.), Space Time Play: Computer games, architecture and urbanism — the next level (pp. 316-317). Basel/Berlin/Boston: Birkhäuser Publishers for Architecture.
de Souza e Silva, A., & Delacruz, G. (2006). Hybrid reality games reframed: Potential uses in educational contexts. Games and Culture, 1 (3), 231-251. DOI: 10.1177/1555412006290443.