Augmented Reality Games I

Understanding the Pokémon GO Phenomenon
 
 
Springer (Verlag)
  • erschienen am 31. Juli 2019
 
  • Buch
  • |
  • Hardcover
  • |
  • XVI, 254 Seiten
978-3-030-15615-2 (ISBN)
 
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 Pokémon 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 Pokémon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon 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.
1st ed. 2019
  • Englisch
  • Cham
  • |
  • Schweiz
Springer International Publishing
  • Für Beruf und Forschung
  • 11 s/w Abbildungen, 48 farbige Abbildungen
  • |
  • 175 farbige Abbildungen, Bibliographie
  • Höhe: 241 mm
  • |
  • Breite: 159 mm
  • |
  • Dicke: 22 mm
  • 559 gr
978-3-030-15615-2 (9783030156152)
10.1007/978-3-030-15616-9
weitere Ausgaben werden ermittelt
Waiting for the Augmented Reality 'Killer App': Pokémon GO 2016.- Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games.- The Concept of the Magic Circle and the Pokémon GO Phenomenon.- Mediation Theory Between Pokémon GO and the Everyday World.- Augmented Reality, Games and Art: Immersion and Flow.- Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO.- Long-Term Engagement in Mobile Location-Based Augmented Reality Games.- Playing Pokémon GO in a Public Park in Malaysia: A Survey and Analysis.- A Theoretical-Practical Framework for the Educational Uses of Pokémon 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.
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 Pokémon 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 Pokémon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon 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.
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