4 Time, place, space

4.1 The official use of a space

DescriptionThe use of a space that was intended by the constructor or owner of the space.
ExamplesThe space may be aimed to serve only as corridor, not loitering around. Or, it is thought to work as playing room, not for chatting.

4.2 The level of publicity of a place (semi-publicity)

DescriptionA place can be interpreted to appear as something between private, semipublic or public, or a combination of these. Especially in urban and online settings the in-between interpretations are crucial ones: there are lot of semi-public spaces. It is always a question of negotiations how private or public the semi-public spaces are in that particular case. Lots of implicit restrictions are in use.
ExamplesHabbo hotel’s public rooms are also used in private discussions, and private rooms are entered by not wanted habbos. These situations create a lot of harsh conversations.

4.3 Assumptions of a place

DescriptionAssumptions come from memories, gossips, or one’s own imagination (or from learned knowledge). They cause certain kind of preparations before entering those spaces.
ExamplesOne may assume to meet his good but long-time-no-see-friend in a certain public room in Habbo and prepares for that by checking their mutual e-mail correspondence during last year.

4.4 Auditive environment

DescriptionA “monoteistic” environment has one strong source of sounds, or can be of course silence, also.
A “pluralistic” environment, then, includes several uncoordinated voices.
ExamplesMonoteistic: a formal meeting or a conference, silence in library
Pluralistic: a train car where several groups of people are discussing and mobile phones are ringing etc.

4.5 Visual environment

DescriptionAll that the user can see around him or herself, including the device.
ExamplesPlaying a mobile game, user can see the sun and sky, people around him (perhaps on the bus stop), and the room in the game s/he is proceeding at the moment.

4.6 Haptic environment

DescriptionThe observations user or player gets by touching the immediate physical environment.
ExamplesSeat, keyboard and mouse touch.

4.7 Information environment

DescriptionThe information available or offered to player in the place and situation at hand.
ExamplesThe way a help section or a list of frequently asked questions is available to the player, including also informal information from peers.

4.8 Time tables, rhythm of day

DescriptionThe habits and practices people and organisations organise their use of time. All collective actions are more or less dependent of schedules. They can be official or unofficial ones.
ExamplesCertain chats are most intensive during some known hours. All synchronized online communications.