Crime scene as spatial production on screen, online and offline

Publikation: KonferencebidragPaperForskningfagfællebedømt

Standard

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: KonferencebidragPaperForskningfagfællebedømt

Harvard

Sandvik, K & Waade, AM 2007, 'Crime scene as spatial production on screen, online and offline', Paper fremlagt ved NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generations, communication and Media Philosophy, Helsinki, Finland, 16/08/2007 - 19/08/2007. <http://www.krimiforsk.aau.dk/awpaper/KSAWcrimesceneas.w5.pdf>

APA

Sandvik, K., & Waade, A. M. (2007). Crime scene as spatial production on screen, online and offline. Paper præsenteret ved NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generations, communication and Media Philosophy, Helsinki, Finland. http://www.krimiforsk.aau.dk/awpaper/KSAWcrimesceneas.w5.pdf

Vancouver

Sandvik K, Waade AM. Crime scene as spatial production on screen, online and offline. 2007. Paper præsenteret ved NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generations, communication and Media Philosophy, Helsinki, Finland.

Author

Sandvik, Kjetil ; Waade, Anne Marit. / Crime scene as spatial production on screen, online and offline. Paper præsenteret ved NordMedia 2007 - 18th Nordic Conference for Media and Communication Research: Generations, communication and Media Philosophy, Helsinki, Finland.32 s.

Bibtex

@conference{907c40e0adaa11dcbee902004c4f4f50,
title = "Crime scene as spatial production on screen, online and offline",
abstract = "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.",
keywords = "Faculty of Humanities, crime fiction, augmented places, crime scene investigation",
author = "Kjetil Sandvik and Waade, {Anne Marit}",
note = "Sider: 1-32; null ; Conference date: 16-08-2007 Through 19-08-2007",
year = "2007",
language = "English",

}

RIS

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