How Does Software Make Space? Exploring Some Geographical Dimensions of Pervasive Computing and Software Studies
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DOI: 10.1068/a42133
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References listed on IDEAS
- Jennifer Johns, 2006. "Video games production networks: value capture, power relations and embeddedness," Journal of Economic Geography, Oxford University Press, vol. 6(2), pages 151-180, April.
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- Matthew James Kelley, 2014. "The Semantic Production of Space: Pervasive Computing and the Urban Landscape," Environment and Planning A, , vol. 46(4), pages 837-851, April.
- Agnieszka Leszczynski, 2016. "Speculative futures: Cities, data, and governance beyond smart urbanism," Environment and Planning A, , vol. 48(9), pages 1691-1708, September.
- Kellerman, Aharon, 2011. "Mobility or mobilities: Terrestrial, virtual and aerial categories or entities?," Journal of Transport Geography, Elsevier, vol. 19(4), pages 729-737.
- James Philip Robinson, 2013. "‘Darkened Surfaces’: Camouflage and the Nocturnal Observation of Britain, 1941–45," Environment and Planning A, , vol. 45(5), pages 1053-1069, May.
- Jim Thatcher, 2017. "You are where you go, the commodification of daily life through ‘location’," Environment and Planning A, , vol. 49(12), pages 2702-2717, December.
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