Academic literature on the topic 'Pokémon (Game) – Social aspects'
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Journal articles on the topic "Pokémon (Game) – Social aspects"
Aluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (March 13, 2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textde Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (November 28, 2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.
Full textUrwin, Jessica, and Catherine Flick. "AR games as a potential source of improved mental well being: Implications for self-help and individual support." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 309–28. http://dx.doi.org/10.1386/jgvw.11.3.309_1.
Full textLee, Jung Eun, Nan Zeng, Yoonsin Oh, Daehyoung Lee, and Zan Gao. "Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review." Journal of Clinical Medicine 10, no. 9 (April 25, 2021): 1860. http://dx.doi.org/10.3390/jcm10091860.
Full textArjoranta, Jonne, Tuomas Kari, and Markus Salo. "Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study." JMIR Serious Games 8, no. 2 (May 25, 2020): e15967. http://dx.doi.org/10.2196/15967.
Full textSaaty, Morva, Derek Haqq, Mohammadreza Beyki, Taha Hassan, and D. Scott McCrickard. "Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–22. http://dx.doi.org/10.1145/3549512.
Full textSoukup, Charles. "Pokémon Go as a cognitive map: Simplifying and focusing movement in postmodern urban spaces." Explorations in Media Ecology 19, no. 2 (June 1, 2020): 179–94. http://dx.doi.org/10.1386/eme_00034_1.
Full textDelello, Julie A., Rochell R. McWhorter, and William Goette. "College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go." International Journal of Gaming and Computer-Mediated Simulations 10, no. 3 (July 2018): 1–19. http://dx.doi.org/10.4018/ijgcms.2018070101.
Full textLicoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (November 29, 2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.
Full textDissertations / Theses on the topic "Pokémon (Game) – Social aspects"
Carpenter, Rachel. "Pokémon Go as a Positive Virtual Reality Game: Promoting Cognitive, Affective, and Empathic Benefits." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/794.
Full textFreeman, Natalie J. "Some aspects of male vervet monkey behaviour." Thesis, Lethbridge, Alta. : University of Lethbridge, c2012, 2012. http://hdl.handle.net/10133/3212.
Full textxiii, 123 leaves : ill. maps ; 29 cm
Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.
Full textChen, Yu. "Essays on Intergenerational and Regional Aspects of Water Management." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1525.
Full textTjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.
Full textAndrews, Alfred 1955. "Football : the people's game." Monash University, Dept. of History, 2001. http://arrow.monash.edu.au/hdl/1959.1/9104.
Full textLe, Gal [Beneroso] Mikael. "Procedural generation of game bits and its effect on game user experience." Thesis, Högskolan i Skövde, Institutionen för hälsovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18659.
Full textNyama, Cynthia. "Investigating aspects of corporate citizenship on private game farms : the case of Mtshelezi Game Reserve in Makana Municipality, Eastern Cape Province /." Thesis, Rhodes University, 2008. http://eprints.ru.ac.za/1288.
Full textReaves, Joseph Allen. "A history of baseball in Asia : assimilating, rejecting and remaking America's game /." Thesis, Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19470472.
Full textMenuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.
Full textBooks on the topic "Pokémon (Game) – Social aspects"
More than a game: The computer game as fictional form. Manchester, UK: Manchester University Press, 2003.
Find full textGame work: Language, power, and computer game culture. Tuscaloosa, Ala: University of Alabama Press, 2004.
Find full textJohn, Allen St. The Billion Dollar Game. New York: Knopf Doubleday Publishing Group, 2009.
Find full textFair game: Myth and reality in sport. London: Allen & Unwin, 1986.
Find full textThe national game: Baseball and American culture. Chicago: I.R. Dee, 2000.
Find full textTaylor, T. L. Play between worlds: Exploring online game culture. Cambridge, Mass: MIT Press, 2006.
Find full textPaul, Shepard. The tender carnivore and the sacred game. Athens: University of Georgia Press, 1998.
Find full textThe spirit of the game. London: Constable & Robinson, 2011.
Find full textBose, Mihir. The spirit of the game. London: Constable & Robinson, 2012.
Find full textBirley, Derek. Playing the game: Sport and British society, 1910-45. Manchester: Manchester University Press, 1995.
Find full textBook chapters on the topic "Pokémon (Game) – Social aspects"
Juvina, Ion, Christian Lebiere, Jolie Martin, and Cleotilde Gonzalez. "Cognitive Aspects of Power in a Two-Level Game." In Social Computing, Behavioral-Cultural Modeling and Prediction, 34–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19656-0_6.
Full textMenshikova, Olga, Anna Sedush, Daria Polyudova, Rinat Yaminov, and Ivan Menshikov. "Laboratory Analysis of the Social and Psychophysiological Aspects of the Behaviour of Participants in the Lemons Market Game." In Communications in Computer and Information Science, 246–57. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92711-0_17.
Full textLovric, Bruno. "Pokémon Fandom as a Religion." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 460–79. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch022.
Full textRockenberger, Annika. "Video Game Framings." In Advances in Human and Social Aspects of Technology, 252–86. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6002-1.ch013.
Full text"The Experience of Women Game Developers." In Advances in Human and Social Aspects of Technology, 147–69. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4534-9.ch007.
Full textMarchand, André. "Multiplayer Features and Game Success." In New Perspectives on the Social Aspects of Digital Gaming, 97–112. Routledge, 2017. http://dx.doi.org/10.4324/9781315629308-7.
Full text"The Computer Game Industry, Market, and Culture." In Advances in Human and Social Aspects of Technology, 28–50. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4534-9.ch002.
Full textDrivet, Alessio. "Probability and Game." In Research Anthology on Game Design, Development, Usage, and Social Impact, 967–93. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch046.
Full textKasapakis, Vlasios, and Damianos Gavalas. "Design Aspects and Context Awareness in Pervasive Games." In Creating Personal, Social, and Urban Awareness through Pervasive Computing, 131–56. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4695-7.ch006.
Full textLee, Yu-Hao, Norah E. Dunbar, Keri Kornelson, Scott N. Wilson, Ryan Ralston, Milos Savic, Sepideh Stewart, Emily Ann Lennox, William Thompson, and Javier Elizondo. "A Digital Game for Undergraduate Calculus." In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 206–27. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch007.
Full textConference papers on the topic "Pokémon (Game) – Social aspects"
Pirker, Johanna, Isabel Lesjak, Andreas Punz, and Anders Drachen. "Social Aspects of the Game Development Process in the Global Gam Jam." In ICGJ 2018: International Conference on Game Jams, Hackathons, and Game Creation Events. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3196697.3196700.
Full textLaato, Samuli, Nobufumi Inaba, and Mauri Paloheimo. "The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2020. http://dx.doi.org/10.24251/hicss.2020.324.
Full textHwang, Chein-Shung, Yi-Ching Su, and Kuo-Cheng Tseng. "Effects of Computer Game-based Instruction on Students' Programming Achievement in Taiwan." In 2010 International Conference on Computational Aspects of Social Networks (CASoN 2010). IEEE, 2010. http://dx.doi.org/10.1109/cason.2010.60.
Full textHu, Zheng-hong, and Jin Li. "Application of Maintaining the Shortest Path Method in the Game Map Path-Finding." In 2010 International Conference on Computational Aspects of Social Networks (CASoN 2010). IEEE, 2010. http://dx.doi.org/10.1109/cason.2010.169.
Full textSicat, Shelly, Shreya Chopra, Nico Li, and Ehud Sharlin. "Playing the mirror game with a humanoid: Probing the social aspects of switching interaction roles." In 2017 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2017. http://dx.doi.org/10.1109/roman.2017.8172437.
Full textNajm, Ali, Maria Christofi, Christos Hadjipanayi, Christos Kyrlitsias, and Despina Michael-Grigoriou. "The Iterative Development of an Online Multiplayer Escape Room Game for Improving Social Interaction through Edutainment." In WSCG'2022 - 30. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2022. Západočeská univerzita, 2022. http://dx.doi.org/10.24132/csrn.3201.8.
Full text"AN APPROACH FOR IMPROVING THE SOCIAL ASPECTS OF THE SOFTWARE DEVELOPMENT PROCESS BY USING A GAME THEORETIC PERSPECTIVE - Towards a Theory of Social Productivity of Software Development Teams." In 6th International Conference on Software and Data Technologies. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003492900350040.
Full textGuo, Yuhang, and Dong Hao. "Emerging Methods of Auction Design in Social Networks." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/605.
Full textSmits, Aletta, Annette Schenk, and Lizet Van Ewijk. "Stealing their beer time: turning studying for medical progress tests into a social game." In CARPE Conference 2019: Horizon Europe and beyond. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/carpe2019.2019.10189.
Full textIrfan, Mohammad T., and Tucker Gordon. "The Power of Context in Networks: Ideal Point Models with Social Interactions." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/858.
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