Crime scene as spatial production on screen, online and offline
Publikation: Konferencebidrag › Paper › Forskning › fagfællebedømt
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Crime scene as spatial production on screen, online and offline. / Sandvik, Kjetil; Waade, Anne Marit.
2007. Paper præsenteret ved NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generations, communication and Media Philosophy, Helsinki, Finland.Publikation: Konferencebidrag › Paper › Forskning › fagfællebedømt
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TY - CONF
T1 - Crime scene as spatial production on screen, online and offline
AU - Sandvik, Kjetil
AU - Waade, Anne Marit
N1 - Conference code: 18
PY - 2007
Y1 - 2007
N2 - Our field of investigation is site specific realism in crime fiction and spatial production as media specific features. We will analyze the (re)production of crime scenes in respectively crime series, computer games and tourist practice, and relate this to the ideas of emotional geography. The use of Swedish town Ystad as location in Henning Mankell's crime novels and as film locations in remediating the novels into movies is turning the actual town into a virtual crime scene for visiting tourists. In the computer game Dollar the adaptation of Liza Marklund's crime universe remediates Stockholm as a virtual interactive space in which the player moves around to find the murderer. In the pervasive game Botfighters actual towns are used as game worlds and communication, tracking and positioning technology as navigational tools as part of the gameplay. Using a distinction between places as locations situated in the physical world and spaces as imagined or virtual locations as our point of departure, this paper investigate how places in various ways have become augmented by means of mediatization. Augmented reality represents processes of mediatization that broaden and enhance spatial experiences. These processes are characterized by the activation of users and the creation of artificial operational environments embedded in various physical locations. In this paper the idea of augmented spatial practice is related to the ideas of site specific aesthetic and emotionalization of place in respectively physical, mediated and imagined places.
AB - Our field of investigation is site specific realism in crime fiction and spatial production as media specific features. We will analyze the (re)production of crime scenes in respectively crime series, computer games and tourist practice, and relate this to the ideas of emotional geography. The use of Swedish town Ystad as location in Henning Mankell's crime novels and as film locations in remediating the novels into movies is turning the actual town into a virtual crime scene for visiting tourists. In the computer game Dollar the adaptation of Liza Marklund's crime universe remediates Stockholm as a virtual interactive space in which the player moves around to find the murderer. In the pervasive game Botfighters actual towns are used as game worlds and communication, tracking and positioning technology as navigational tools as part of the gameplay. Using a distinction between places as locations situated in the physical world and spaces as imagined or virtual locations as our point of departure, this paper investigate how places in various ways have become augmented by means of mediatization. Augmented reality represents processes of mediatization that broaden and enhance spatial experiences. These processes are characterized by the activation of users and the creation of artificial operational environments embedded in various physical locations. In this paper the idea of augmented spatial practice is related to the ideas of site specific aesthetic and emotionalization of place in respectively physical, mediated and imagined places.
KW - Faculty of Humanities
KW - crime fiction
KW - augmented places
KW - crime scene investigation
M3 - Paper
Y2 - 16 August 2007 through 19 August 2007
ER -
ID: 1914097