Understanding the Pokémon GO phenomenon

著者

    • Geroimenko, Vladimir

書誌事項

Understanding the Pokémon GO phenomenon

Vladimir Geroimenko, editor

(Augmented reality games / Vladimir Geroimenko, editor, 1)

Springer, c2019

  • : [hbk.]
  • : pbk

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注記

Includes bibliographical references

内容説明・目次

内容説明

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokemon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

目次

Waiting for the Augmented Reality 'Killer App': Pokemon GO 2016.- Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games.- The Concept of the Magic Circle and the Pokemon GO Phenomenon.- Mediation Theory Between Pokemon GO and the Everyday World.- Augmented Reality, Games and Art: Immersion and Flow.- Player Experiences in Location-Based Games: Memorable Moments with Pokemon GO.- Long-Term Engagement in Mobile Location-Based Augmented Reality Games.- Playing Pokemon GO in a Public Park in Malaysia: A Survey and Analysis.- A Theoretical-Practical Framework for the Educational Uses of Pokemon GO in Children and Adolescents.- Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions.- Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education.

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