Academic literature on the topic 'Pokémon (Game) – Social aspects'

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Journal articles on the topic "Pokémon (Game) – Social aspects"

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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.

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Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study. Findings The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future. Research limitations/implications For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature. Practical implications This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon. Social implications Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends. Originality/value Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.
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Malik, 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.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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de 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.

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In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.
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Urwin, 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.

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This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.
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Lee, 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.

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Augmented reality (AR) mobile game, Pokémon GO, leverages gamification and location tracking technology to encourage players to walk in different places to catch Pokémon characters in real-world settings. The systematic review sought to explore the impact Pokémon GO has on players’ physical activity (PA), and psychological and social outcomes. Six research databases (PubMed, SPORTDiscus, PsycInfo, Web of Science, Science Direct, and Scopus) were used. Study inclusion criteria were: (1) quantitative research published in English; (2) examined the relationships between or impact of Pokémon GO on PA, psychological, and/or social outcomes; and (3) included participants played or exposed to Pokémon GO. Thirty-six studies were included with a total sample of 38,724 participants. Players had significantly greater PA than non-players in terms of daily steps and number of days spent in moderate PA. Pokémon GO game also improved players’ social interactions and their mood/affects. Selective attention and concentration improved in adolescents and memory improved in young adults after playing the game. Findings suggest playing Pokémon GO could promote meaningful improvements in walking behavior, as well as psychological and social well-being. More multidimensional research with randomized controlled trial design is needed to identify factors that influence adoption and sustainability of Pokémon GO playing.
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Arjoranta, 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.

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Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Results We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. Conclusions Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.
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Saaty, 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.

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Pokémon GO is a popular location-based mobile game that seeks to inspire players to be more active, socialize physically and virtually, and spend more time outside. With the onset of the COVID-19 pandemic, several game mechanics of Pokémon GO were changed to accommodate socially-distanced play. This research aims to understand the impacts of the pandemic and subsequent game adjustments on user perceptions of the game. We used an exploratory mixed-method approach, a machine learning technique (Latent Dirichlet Allocation) for topic modeling, and thematic analysis for qualitative coding of top-level Reddit comments to identify whether and how the social distancing approach changes the players' behaviors. The results demonstrate that players were less physically active, less eager to discover, and more interested in remote social practices. We discuss which players leverage social distancing changes and reflect on key game features that provide a better gaming experience in the age of remote play.
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Soukup, 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.

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The location-based, augmented reality video game Pokémon Go has been an unprecedented phenomenon in the short history of mobile smartphone applications. In this article, I argue that the remarkable success of Pokémon Go derives from its cognitive mapping qualities within postmodern, hyper-mediated environments. By focusing and filtering the vast information associated with navigating postmodern spaces, Pokémon Go provides individuals with greater clarity by defining the subject’s social identity in relationship to the physical environment. In particular, the game recentres the fragmented subject’s disorienting experiences associated with postmodern cultures immersed in digital information. Via its integration of location-based gaming, rudimentary augmented reality, simple mobile game design and collaborative local community-based game-play, Pokémon Go allows the individual to move about the complex urban environment with great confidence, purpose and clarity ‐ the search for Pokémon frames the player’s objectives and attention (literally via the smartphone screen). Drawing upon the media ecology tradition, the contemporary world-view or media logic of ubiquitous digital media is dominated by quantification, clear game-like rules, and the ‘productive’ collection and management of information.
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Delello, 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.

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Recent headlines show instances of the popular augmented reality game Pokémon Go. Higher educators are watching students engage with schools in their community as they search for elusive Pokémon characters on mobile devices. But, technology is not without risk (i.e. privacy, physical harm) that must be considered. This article reports results of a mixed-methods study, in which 452 college students revealed their motivations for using the mobile augmented reality game Pokémon Go. The authors examined student survey data to find whether race, gender, or age influenced who played the game. In addition, the authors' findings included student perceptions as to Pokémon Go's risks and benefits, learning, and student recommendations for improving the game. Furthermore, based on their findings, the authors discuss how augmented reality games can be useful for learning, building community and social capital.
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Licoppe, 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.

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We compare here some features of the emerging uses of Pokémon GO with earlier, though less successful, location-aware collection games such as Mogi. While mobility patterns are relatively similar, Pokémon GO brings about a distinctive augmented-reality dimension to the game experience, though it does not harness the social networking power of such location-aware game platforms to the same extent as earlier games.
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Dissertations / Theses on the topic "Pokémon (Game) – Social aspects"

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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.

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Video game popularity and time playing in children, adolescents, and adults is steadily increasing due to heightened accessibility, advanced technological game design, and a rising sedentary lifestyle among Americans. The advent of exergames and virtual reality paradigms has led to a new wave of mobile video games that can be played anywhere, involve the combination of mobility and gaming, and may be used to improve cognition, affect, and perhaps empathy. The aim of the present study was to examine if the exergame Pokémon Go would improve visual and verbal working memory, attention, positive and negative affect, and empathy. Additionally, the current study is an extension of seminal research that discovered being in nature alone has positive effects on working memory and affect. Participants (N = 62) from a Florida University were assessed on the Alloway Working Memory Assessment (AWMA), the Positive and Negative Affect Schedule (PANAS), and the Interpersonal Reactivity Index (IRI) before and after playing Pokémon Go outdoors around the most natural parts of the campus (e.g., ponds, dense foliage). The participants then returned several days later, completed the assessments, and spent time outdoors not playing. The study was counterbalanced over the course of a year to control for seasonal differences. Main findings included increased verbal working memory scores and decreased negative affect after playing Pokémon Go with no changes in empathy. The results have important implications for those interested in using Pokémon Go to improve working memory and decrease stress and negative affect in adult populations.
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Freeman, Natalie J. "Some aspects of male vervet monkey behaviour." Thesis, Lethbridge, Alta. : University of Lethbridge, c2012, 2012. http://hdl.handle.net/10133/3212.

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The permanent coresidence of males within a troop is unusual but occurs in vervet monkeys. Several hypotheses have been projected to explain the coexistence of male vervets (predation risk, breeding season length) but these hypotheses fall short in explaining the multimale nature of vervet monkeys. In order to determine the explanation for coresiding males, I collected male behavioural data from two troops over the course of nine months. My dataset was divided into two categories, male-male interactions and female-male interactions. The male-male data indicate that breeding season is the most active time for migration, aggressions and wounds. Coalitions were described for the first time, and affiliative interactions between males highlighted coping tactics of males in regards to their coexistence. The female-male data indicate there was little indication for distinct male or female choice for mating. Specifically, olfactory information appears to lower successful copulations of males, and female resistance also decreased successful copulations. Grooming was not a commodity traded for mating access. Male dominance was not correlated with mating success, and females seem to express their preference for sexual partners. The large cohort of males of my troops appears to alter behaviours observed at other sites. The maintenance of male-female associations after breeding season suggests that males may be preparing for next breeding season, and males may co-reside for breeding purposes.
xiii, 123 leaves : ill. maps ; 29 cm
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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.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
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Chen, Yu. "Essays on Intergenerational and Regional Aspects of Water Management." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1525.

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This dissertation consists of three essays on different aspects of water management. The first essay focuses on the sustainability of freshwater use by introducing the notion that altruistic parents do bequeath economic assets for their offspring. Constructing a two-period, over-lapping generational model, an optimal ratio of consumption and pollution for old and young generations in each period is determined. Optimal levels of water consumption and pollution change according to different parameters, such as, altruistic degree, natural recharge rate, and population growth. The second essay concerns water sharing between countries in the case of trans-boundary river basins. The paper recognizes that side payments fail to forge water-sharing agreement among the international community and that downstream countries have weak bargaining power. An interconnected game approach is developed by linking the water allocation issue with other non-water issues such as trade or border security problems, creating symmetry between countries in bargaining power. An interconnected game forces two countries to at least partially cooperate under some circumstances. The third essay introduces the concept of virtual water (VW) into a traditional international trade model in order to estimate water savings for a water scarce country. A two country, two products and two factors trade model is developed, which includes not only consumers and producer’s surplus, but also environmental externality of water use. The model shows that VW trade saves water and increases global and local welfare. This study should help policy makers to design appropriate subsidy or tax policy to promote water savings especially in water scarce countries.
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Tjernberg, 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.

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This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes. The interview results suggest that social rituals and material aspects of tabletop games are highly important to players. This has implications for the future of tabletop games, many of which are discussed in the text.
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Andrews, Alfred 1955. "Football : the people's game." Monash University, Dept. of History, 2001. http://arrow.monash.edu.au/hdl/1959.1/9104.

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Le, 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.

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Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
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Nyama, 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.

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Reaves, 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.

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Menuez, 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.

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This paper is about locating the meaning of a series of games known as the Dark Souls series in relation to contemporary social conditions in Japan. I argue that the game should be thought of as an emblem of the current cultural zeitgeist, in a similar way one might identify something like Jack Kerouac's The Dharma Bums as an emblem of the counter cultural 60s. I argue that the Dark Souls series expresses in allegorical form an anxiety about living in a time where the meaning of our everyday actions and even society itself has become significantly destabilized. It does this through a fractured approach to story-telling, that is interspersed with Buddhist metaphysics and wrapped up in macabre, gothic aesthetic depicting the last gasping breath of a once great kingdom. This expression of contemporary social anxiety is connected to the discourse of postmodernity in Japan. Through looking at these games as a feedback loop between text, environment and ludic system, I connect the main conceptual motifs that structure the games as a whole with Osawa Masachi's concept of the post-fictional era and Hiroki Azuma's definition of the otaku.
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Books on the topic "Pokémon (Game) – Social aspects"

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More than a game: The computer game as fictional form. Manchester, UK: Manchester University Press, 2003.

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Game work: Language, power, and computer game culture. Tuscaloosa, Ala: University of Alabama Press, 2004.

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John, Allen St. The Billion Dollar Game. New York: Knopf Doubleday Publishing Group, 2009.

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Fair game: Myth and reality in sport. London: Allen & Unwin, 1986.

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The national game: Baseball and American culture. Chicago: I.R. Dee, 2000.

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Taylor, T. L. Play between worlds: Exploring online game culture. Cambridge, Mass: MIT Press, 2006.

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Paul, Shepard. The tender carnivore and the sacred game. Athens: University of Georgia Press, 1998.

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The spirit of the game. London: Constable & Robinson, 2011.

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Bose, Mihir. The spirit of the game. London: Constable & Robinson, 2012.

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Birley, Derek. Playing the game: Sport and British society, 1910-45. Manchester: Manchester University Press, 1995.

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Book chapters on the topic "Pokémon (Game) – Social aspects"

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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.

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Menshikova, 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.

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Lovric, 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.

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This chapter examines the fandom of Nintendo Switch's Pokémon video game and its association with religion and identity-building. By means of semiotic analysis of the game's content and in-depth interviews with Hong Kong fans, the study examines the game's narrative and its role in the construction of players' social and religious identities. Using the functional framework of religion, it explores three major elements of the story: myth, ritual, and community. These three elements strengthen players' investment with the game by projecting the animistic attachment towards Pokémon characters and imbuing them with a sense of spirit or anima. The chapter argues that the game's animism is rooted in commodity-consumerism which uses emotive ties between people and things to encourage capitalist drives and encourage the sale of products. At the same time, by allowing its fans to create meaning and build a sense of connection with imaginary beings and likeminded fans, the game grants an escape from Hong Kong's urban alienation and approaches a functional view of religion.
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Rockenberger, 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.

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This chapter discusses the applicability of the concept of ‘paratext' (as coined by Gérard Genette) to audio-visual media in general and to video games in particular. In the first section, some potential elements of a video game's ‘paratext' are singled out by means of ‘auto-ethnographic' description of the introductory sequence(s) of the first-person shooter game BioShock Infinite. Several segments of the game's ‘threshold' are differentiated employing a rather tentative ad-hoc terminology. In the second section, Genette's definitional stipulations, posing the point of reference for everyone actually using the term ‘paratext,' are reconstructed, clarified and constructively criticized. Here, the author also discusses potential objections to Genette's definitional criteria and briefly touches upon some media-theoretical constraints of his approach. Ensuing from these meta-terminological considerations, the author turns to the questionable use of ‘paratext' in video game studies. As critical examination reveals, the terminology in this field of research is rather vaguely connected to, and sometimes even completely detached from, Genette's definition. As an objection to such redefinitions of the term, the chapter suggests (1) that its use be restricted to communicative signals meeting the following criteria only: (a) functionally subservient to (which obviously implies specifically referring to) ‘the game proper,' (b) authorized by entitled members of the game's production collective, (c) verbal, (d) (at least partly) extra-diegetic. Additionally, (2) the chapter proposes supplementing ‘paratext' as an analytical tool with the higher-order umbrella term ‘framings' (as coined by Werner Wolf).
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"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.

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This chapter considers the position of women working in computer games through the voices of over 500 women from the international research. The chapter highlights the problems and opportunities of game work, especially pertinent in attracting and retaining women within the industry. It discusses women’s personal experiences of working in the game industry and career factors related to women’s experiences working in the computer games industry, including career motivation, person-environment fit, and job satisfaction. The chapter also identifies career factors in the computer game industry, such as career barriers and the drivers that help enhance the careers of women in this and other male-dominated industries.
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Marchand, 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.

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"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.

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Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.
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Drivet, 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.

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Probability is generally concerned with dealing with problems of a random or uncertain nature. The fact that it arises and develops from the analysis of gambling is something that cannot be overlooked. From the point of view of teaching, in addition to historical aspects, it is important to point out the importance of putting students in front of situations that, if not known, can lead to incorrect behavior and pathological attitudes. For this reason, the authors tried to emphasize not only the theoretical aspects, but above all the certainty that you always play “against the dealer” with an expected loss assessable for the various games.
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Kasapakis, 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.

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Pervasive games are a new type of digital games that combines game and physical reality within the gameplay. This novel game type raises unprecedented research and design challenges for developers and urges the exploration of new technologies and methods to create high quality game experiences and design novel and compelling forms of content for the players. This chapter follows a systematic approach to explore the landscape of pervasive gaming. First, the authors approach pervasive games from a theoretical point of view, defining the four axes of pervasive games design, introducing the concept of game world persistency, and describing aspects of spatially/temporally/socially expanded games. Then, they present ten pervasive game projects, classified in five genres based on their playing environment and features. Following that, the authors present a comparative view of those projects with respect to several design aspects: communication and localization, context and personal awareness aspects, information model, player equipment, and game space visualization. Last, the authors highlight current trends, design principles, and future directions for pervasive games development.
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Lee, 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.

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This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.
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Conference papers on the topic "Pokémon (Game) – Social aspects"

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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.

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Laato, 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.

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Hwang, 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.

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Hu, 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.

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Sicat, 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.

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Najm, 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.

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Digital Games are nowadays used for several purposes beyond entertainment. Such purposes include but are not limited to education, promoting cultural heritage, and improving well-being aspects. A rich body of literature presents experimental studies, investigating whether a serious game achieves its aim. However, most of such papers often omit to provide adequate information on the development process followed, game mechanisms and techniques used, making the reproducibility of the game as such, by other researchers, difficult. This results in a lack of knowledge transfer between researchers, who usually must develop applications under investigation by themselves when at the same time industrial gaming companies rarely publicize the technical insights of their work. This paper aims to contribute towards filling this knowledge gap within the scientific community, using as a case study an online, multiplayer, escape room game, which aims to improve social interaction through edutainment. The full process of its development with details for the various components that the game comprises are presented. We are expanding on the functionality of the game and the optimization of the 3D environment and the assets, among other aspects. Results of white and black-box testings taking place at the end of each development cycle showed that the integration of the various components described within the paper led to a robust game.
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"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.

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Guo, 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.

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In recent years, a new branch of auction models called diffusion auction has extended the traditional auction into social network scenarios. The diffusion auction models the auction as a networked market whose nodes are potential customers and whose edges are the relations between these customers. The diffusion auction mechanism can incentivize buyers to not only submit a truthful bid, but also further invite their surrounding neighbors to participate into the auction. It can convene more participants than traditional auction mechanisms, which leads to better optimizations of different key aspects, such as social welfare, seller’s revenue, amount of redistributed money and so on. The diffusion auctions have recently attracted a discrete interest in the algorithmic game theory and market design communities. This survey summarizes the current progress of diffusion auctions.
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Smits, 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.

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Because of the specific requirements of the medical profession, it is imperative that doctors-to-be have a wide range of knowledge at their fingertips. In order to facilitate this, most medical programmes employ some kind of overall ready-knowledge test: a test that is not connected to one specific course, but contains questions on all the facts and figures from all the courses in the entire curriculum. The test is generally administered four times a year to all students participating in the program. First year students are required to answer the same questions as fourth year students. However, for first year students the thresh hold for passing the exam is at a lower level.The aim of this progress test is threefold: (1) testing if the knowledge of students is up to par; (2) making sure that students understand that being a medical professional means continuing to have all the knowledge readily available at all times; and (3) changing the way students prepare for a test: not a big cramming session for one test the night before the test happens and then forget about it, but continuously working on keeping knowledge at an acceptable level. This last goal has, however, not been achieved. While students appreciate the test because of the sense of progress it provides them, in a Dutch study into its effects, students widely report that also for this test, they still prepare in cramming sessions. The result is still that the retention level of the ready knowledge is not at the level it should be.Since studies have extensively shown that students enjoy studying in a gamified process more, that they more easily get into 'a flow', and that the retention rates of knowledge acquired during a flow are higher, we propose to attempt to change the way the student prepare for the test by gamifying the process. Gamifying the process neatly matches a feeling of progress that facilitates the control students feel over their studying process and over mastering the material. Rather than losing points for not having questions correct, a student gains levels/XP/avatar strength whenever he/she masters a specific topic, or nails a series of questions on different topics within a specific time frame (‘challenge’), etc. The game mechanics and the design of the gaming world will be two important aspects of this project. A third important aspect will be the distribution of knowledge in the game and the way topics are brought up again, practiced again, or combined with other topics. The algorithm that lie at the basis of that need to be smart, adaptive and non-repetitive. A final important aspect of this process concerns the question of how to make playing this game part of the social life of students (battles on Friday afternoon for instance, or leader boards in the hallway).As mentioned above: Research indicates that gamification has a positive effect on retention and on commitment. If we then also manage to embed the game in a social setting, it can be truly called a “stealing their beer time”-type of intervention: moments that they would normally chill out and have a beer with their peers have now turned into moments where they still chill out, maybe still have a beer, but also study.We would like to share our ideas and invite partners of other programs (not necessarily medical) to join in our quest to build an overall knowledge assessment game in a modular way.
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Irfan, 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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Game theory has been widely used for modeling strategic behaviors in networked multiagent systems. However, the context within which these strategic behaviors take place has received limited attention. We present a model of strategic behavior in networks that incorporates the behavioral context, focusing on the contextual aspects of congressional voting. One salient predictive model in political science is the ideal point model, which assigns each senator and each bill a number on the real line of political spectrum. We extend the classical ideal point model with network-structured interactions among senators. In contrast to the ideal point model's prediction of individual voting behavior, we predict joint voting behaviors in a game-theoretic fashion. The consideration of context allows our model to outperform previous models that solely focus on the networked interactions with no contextual parameters. We focus on two fundamental questions: learning the model using real-world data and computing stable outcomes of the model with a view to predicting joint voting behaviors and identifying most influential senators. We demonstrate the effectiveness of our model through experiments using data from the 114th U.S. Congress.
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