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

To see the other types of publications on this topic, follow the link: Pokémon (Game) – Social aspects.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Pokémon (Game) – Social aspects.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
11

Humphreys, Lee. "Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO." Mobile Media & Communication 5, no. 1 (December 8, 2016): 15–19. http://dx.doi.org/10.1177/2050157916677864.

Full text
Abstract:
Around every new media technology debates circle about whether the technology is bringing people socially closer or pushing us further apart. According to popular press accounts, Pokémon GO players are absorbed into a game world on their phone with no attention or interest in the “real” world around them. But coupled with these accounts are stories of people exploring their neighborhoods and of marriage proposals in the midst of Pokémon hunting. This article puts Pokémon GO into a longer context of mobile technologies and sociospatial practice to explore the kinds of social interactions that can emerge around and through the use of Pokémon GO. In particular, the article explores how people can use the platform as both an involvement shield and social catalyst.
APA, Harvard, Vancouver, ISO, and other styles
12

Wu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (March 12, 2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.

Full text
Abstract:
Purpose Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO. Design/methodology/approach A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Findings Results indicated that gamers of Pokémon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players’ game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokémon GO were also identified, including the entertainment motive and social motive. Originality/value This study is the first one to analyze the marketing potential of Pokémon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.
APA, Harvard, Vancouver, ISO, and other styles
13

Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (March 5, 2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.

Full text
Abstract:
Exergames, i.e. games which aim to increase player’s physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokémon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokémon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokémon GO are present in other similar games. In order to broaden the understanding of LBGs as exergames, this study investigates the gameplay features and initial reactions of early adopters to a game called Harry Potter: Wizards Unite (HPWU) which was launched in summer 2019. A questionnaire (N=346) was sent to HPWU players to measure the effects playing the game has on their physical activity. During the first week of play, an increase in mild physical activity was recorded among HPWU players, similar to what has been reported with Pokémon GO. Also almost half of respondents (46,82%) reported to play the game socially, showcasing how LBGs can generally have a positive impactalso on players’ social well-being.
APA, Harvard, Vancouver, ISO, and other styles
14

Goette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (July 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.

Full text
Abstract:
Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While students perceived similar risks associated with Pokémon Go, men were less likely to report bonding with others as a personal benefit of the game. Further study of mobile gaming experiences between genders is needed, particularly in relation to social and immersive motivations to play the game.
APA, Harvard, Vancouver, ISO, and other styles
15

Hsieh, Chia-Yen, and Tim Chen. "Effect of Pokémon GO on the Cognitive Performance and Emotional Intelligence of Primary School Students." Journal of Educational Computing Research 57, no. 7 (June 25, 2019): 1849–74. http://dx.doi.org/10.1177/0735633119854006.

Full text
Abstract:
The main purpose of this study is to analyze the effects of using Pokémon GO for 10 weeks on the cognitive performance (memory, selective attention, concentration, and creative imagination) and emotional intelligence (well-being, self-control, emotionality, and sociability) of Taiwanese primary students in the fifth and sixth grade. A mixed experimental design was used, with a control group (CG; n = 62) that did not use Pokémon GO, and an experimental group ( n = 61) that used Pokémon GO for 10 weeks. Confounders were age, sex, education level of the family, number of computers in the home, daily study time, and Internet access. The results showed that the players spent about 40 minutes/day on this game during this period. Boys played more and won more points in the game than girls. Compared against their peers, the players playing Pokémon GO showed a significant increase in their selective attention ( p = .025), concentration levels ( p = .004), creative imagination ( p < .001), emotionality ( p = .001), and sociability levels ( p = .005) but not memory, well-being, or self-control (all p > .05). It is concluded that Pokémon GO, in a playful way, could positively affect their cognitive performance (selective attention, concentration levels, and creative imagination) and improve their social relationships. However, if future researchers would like to ascertain whether Pokémon GO is a useful viable cognitive and social approach or not, more randomized controlled trial studies will be needed to compare Pokémon GO with traditional teaching approaches and educational methods.
APA, Harvard, Vancouver, ISO, and other styles
16

Ku, Gordon Chih-Ming, I.-Wei Shang, and Meng-Fan Li. "How Do Location-Based Augmented Reality Games Improve Physical and Mental Health? Evaluating the Meanings and Values of Pokémon Go Users’ Experiences through the Means-End Chain Theory." Healthcare 9, no. 7 (June 24, 2021): 794. http://dx.doi.org/10.3390/healthcare9070794.

Full text
Abstract:
New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users’ Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go’s potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.
APA, Harvard, Vancouver, ISO, and other styles
17

Vella, Kellie, Daniel Johnson, Vanessa Wan Sze Cheng, Tracey Davenport, Jo Mitchell, Madison Klarkowski, and Cody Phillips. "A Sense of Belonging: Pokémon GO and Social Connectedness." Games and Culture 14, no. 6 (July 20, 2017): 583–603. http://dx.doi.org/10.1177/1555412017719973.

Full text
Abstract:
The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews ( N = 15) and collected online social forum reports of gameplay ( N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement.
APA, Harvard, Vancouver, ISO, and other styles
18

Blasko, Dawn G., Heather C. Lum, Mason McGuire, Tiffany Eichler, Kameron Landers, and Kara Davis. "Pokémon Go as a Tool to Study the Social and Cognitive Factors that Impact Spatial Navigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1221–25. http://dx.doi.org/10.1177/1541931218621280.

Full text
Abstract:
Researchers in spatial navigation have the difficult task of finding ecologically valid measures while maintaining a reasonable degree of internal validity. This often means simulating wayfinding and navigation task in the laboratory which increases control but eliminates the experience of walking around a natural environment. Augmented reality games like Pokémon Go allow researchers a novel way to study individual differences in cognitive and social factors in wayfinding with a game already designed to motivate players to move around in the real world. In the current study, Pokémon Go was played either individually or socially (2 players) while a map of the player’ speed and location was created in real time. We measured play style preference, game experience and basic spatial skills (mental rotation). Mental rotation performance was correlated with enjoying the game and being more motivated to play. Although games scores and distances traveled did not differ between the individual and cooperative groups, participates reported a strong preference for playing with a group over playing alone.
APA, Harvard, Vancouver, ISO, and other styles
19

Apperley, Thomas, and Kyle Moore. "Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO." Convergence: The International Journal of Research into New Media Technologies 25, no. 1 (November 25, 2018): 6–17. http://dx.doi.org/10.1177/1354856518811017.

Full text
Abstract:
Haptic media studies emphasize the centrality of touch in the experience of digital media. This article considers how the haptic effect created by relationship between touch, gesture and spatial practice in Pokémon GO cements new possibilities for ambient play and co-presence. The app effectively draws on the genealogies of Nintendo’s handheld Pokémon games, but through the shift to smartphone devices the app creates new forms of ambient play, co-presence and communication that are realized through the publicness of the touch, gesture and comportment which make up the haptic effect of the app. By making the smartphones camera an integral part the game, Pokémon GO suggests the wider relevance of the communicability of feeling and gesture by extending ambient play and co-presence into social media, allowing players to (re)-experience the feeling and touch of Pokémon GO through affective resonance. This suggests that the tactility and touch of the haptic affect are embedded in a matrix of embodied experiences that are revealed through how photography and social media become sites for extending and ambient play.
APA, Harvard, Vancouver, ISO, and other styles
20

Laato, Samuli, Teemu H. Laine, and A. K. M. Najmul Islam. "Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players." Multimodal Technologies and Interaction 4, no. 2 (June 17, 2020): 29. http://dx.doi.org/10.3390/mti4020029.

Full text
Abstract:
In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
APA, Harvard, Vancouver, ISO, and other styles
21

Bueno, Salvador, M. Dolores Gallego, and Jan Noyes. "Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go." Applied Sciences 10, no. 5 (March 1, 2020): 1644. http://dx.doi.org/10.3390/app10051644.

Full text
Abstract:
Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.
APA, Harvard, Vancouver, ISO, and other styles
22

Ellis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (December 22, 2020): e25117. http://dx.doi.org/10.2196/25117.

Full text
Abstract:
Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. Objective The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. Methods A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.
APA, Harvard, Vancouver, ISO, and other styles
23

Tateno, Masaru, Norbert Skokauskas, Takahiro A. Kato, Alan R. Teo, and Anthony P. S. Guerrero. "New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori." Psychiatry Research 246 (December 2016): 848–49. http://dx.doi.org/10.1016/j.psychres.2016.10.038.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

Peaty, Gwyneth, and Tama Leaver. "The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic." Australasian Journal of Popular Culture 9, no. 2 (September 1, 2020): 127–43. http://dx.doi.org/10.1386/ajpc_00023_1.

Full text
Abstract:
This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and isolation during the 2020 global pandemic. The release of Pokémon GO in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edge technology with memories of the past. Previous studies suggest playing Pokémon GO is associated with dreamlike nostalgia for childhood adventures. But these experiences were intimately linked with physical movement, proximity to others, and the exploration of outdoor spaces. Confined to their homes during the COVID-19 pandemic, once free-roaming players are now being encouraged to embrace isolated, sedentary play. There is an additional layer of nostalgia in operation as players and developers alike reminisce about socializing and playing in the world outside the home. This article therefore explores how Pokémon GO mediates player experiences and unpacks its role in negotiating both memory and contemporary societal trauma.
APA, Harvard, Vancouver, ISO, and other styles
25

Whitson, Jennifer, and Martin French. "Productive play: The shift from responsible consumption to responsible production." Journal of Consumer Culture 21, no. 1 (February 2021): 14–33. http://dx.doi.org/10.1177/1469540521993922.

Full text
Abstract:
Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Sports (DFS) illustrates a contemporary challenge to rigid dichotomies between game/not game, skilled/unskilled play, and game/gambling game, demonstrating how regulation becomes deterritorialized as gambling moves out of state-regulated physical casinos and takes the form of networked, digital games. Our second case study of Pokémon Go approaches regulation from a different direction, complicating the rigid dichotomy between production/consumption in online networked play. We show how play is increasingly realized as productive in economic, social, physical, subjective and analytic registers, while at the same time, it is driven by gambling design imperatives, such as extending time-on-device. Pokémon Go exemplifies analytic productivity, a term we use to refer to the production of data flows that can be leveraged for a wide variety of purposes, including to predict, shape, and channel the behaviour of player populations, thereby generating multiple streams of revenue. Ultimately, both cases illustrate how digital games and gambling increasingly blur into each other, complicating the regulatory landscape.
APA, Harvard, Vancouver, ISO, and other styles
26

Bes Oliveira, Pablo Rodrigo. "Pokémon GO: discutindo Dispositivos e a pedagogia dos jogos eletrônicos / Pokémon Go: discussing devices and the pedagogy of electronic games." Texto Livre: Linguagem e Tecnologia 10, no. 2 (December 28, 2017): 50–65. http://dx.doi.org/10.17851/1983-3652.10.2.50-65.

Full text
Abstract:
RESUMO: Este artigo analisa os jogos eletrônicos, sobretudo aqueles online, que têm sido utilizados de forma generalizada por pessoas de todas as faixas etárias. Entendemos existir um dispositivo pedagógico da mídia que envolve alguns desses jogos, mais especificamente o aplicativo conhecido como Pokémon GO. Desvelar quais são os conceitos que podem estar sendo ensinados através desse aplicativo e qual a visão de mundo esse jogo retrata traduzem os objetivos de tal estudo, uma vez que se entende que alguns jogos eletrônicos podem valer-se de uma pedagogia em sua constituição. Como material empírico de pesquisa, foram analisadas práticas discursivas e não discursivas, sendo que o corpus da investigação é formado pelo site oficial do jogo no Brasil, páginas do aplicativo em rede social e canais de youtubers. Da mesma forma, o autor mergulhou no universo do jogo, como player, pelo período de trinta dias. São utilizados para a análise teórica autores das áreas dos estudos culturais em educação e da tecnologia, como Bauman (1997), Harvey (2011), Foucault (2000), Fischer (2002), Lipovetsky (2006), Murray (2003), Narodowski (2013), Salen e Zimmerman (2003), Santaella (2003), Carvalho (2006), entre outros. Ficou caracterizado através da experiência empírica do autor e das análises do corpus investigativo que o jogo possui uma visão de mundo, implícita em suas práticas, que se aproxima do consumo e o incentiva, bem como endossa/induz e propõe a seus participantes que sigam essa lógica típica da sociedade pós-moderna.PALAVRAS-CHAVE: Pokémon Go; pedagogias culturais; dispositivo; consumo.ABSTRACT: This article analyzes electronic games, especially those online ones, that have been widely used by people of all age groups. We understand there is a media pedagogical device that involves some of these games, specifically the application known as Pokémon GO. Unveiling what the concepts that may have been taught through this application are and what world view this game portrays, translates the objectives of such a study, since it is understood that some electronic games can use a pedagogy in its constitution. As empirical research material, discursive and non-discursive practices were analyzed, and the research corpus is formed by the official game site in Brazil, social network pages of the application and channels of youtubers. In the same way, the author immersed himself in the universe of the game, as a player for the period of thirty days. Authors from the fields of cultural studies in education and technology, such as Bauman (1997), Harvey (2011), Foucault (2000), Fischer (2002), Lipovetsky (2006), Murray (2003), Narodowski (2013), Salen e Zimmerman (2003), Santaella (2003), Carvalho (2006), among others, are used for theoretical analysis. It was characterized by the empirical experience of the author and the analysis of the investigative corpus that the game has an implicit world view of its practices, which approximates and favors the consumption incentive, as well as endorses/proposes to its participants to follow this Logic typical of postmodern society.KEYWORDS: Pokémon Go; cultural pedagogies; device; consumption.
APA, Harvard, Vancouver, ISO, and other styles
27

Hjorth, Larissa, and Ingrid Richardson. "Pokémon GO: Mobile media play, place-making, and the digital wayfarer." Mobile Media & Communication 5, no. 1 (January 2017): 3–14. http://dx.doi.org/10.1177/2050157916680015.

Full text
Abstract:
This special commentary for Mobile Media & Communication seeks to put these divisive debates in context. Through the lens of Pokémon GO, we can understand and critically interpret a variety of issues involved in the politics and practice of playful mobile media. These issues move across debates around location-aware technologies in constructions of privacy (Coldewey, 2016; Cunningham, 2016), risk and surveillance (Machkovech, 2016; Mishra, 2016) to the role of mobile media in commodifying (Evangelho, 2016) and expanding the social, cultural, and creative dimensions of play (Isbister, 2016; Mäyrä, 2012). As the mobile media and game theorists in this commentary highlight, the game sits at the nexus of several technological and cultural trajectories: the playful turn; the ubiquity of location-based and haptic mobile media (and apps and games); innovative game design; the effects of digital mapping technologies; the intertwining of performative media games and art; our individual and collective memories of playworlds and transmedia universes; the increasing importance of issues concerning privacy and risk in public spaces; the ongoing augmentation of place and space; and the politics embedded in this hybrid experience of the lifeworld.
APA, Harvard, Vancouver, ISO, and other styles
28

Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (May 2, 2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

Full text
Abstract:
Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
APA, Harvard, Vancouver, ISO, and other styles
29

Ghazali, Ezlika, Dilip S. Mutum, and Mei-Yuen Woon. "Exploring player behavior and motivations to continue playing Pokémon GO." Information Technology & People 32, no. 3 (June 3, 2019): 646–67. http://dx.doi.org/10.1108/itp-07-2017-0216.

Full text
Abstract:
Purpose The purpose of this paper is to identify the determinants of players’ continuance intentions to play Pokémon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological, social and gaming motivational factors. Design/methodology/approach The research model was empirically assessed based on 362 validated responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares path modeling method. Findings The results indicated that enjoyment, network externalities, community involvement and the need-to-collect significantly influence players’ continuance intention. Furthermore, the findings reveal that flow and nostalgia have indirect effects on players’ continuance intention, which in turn significantly influences their purchase intention. Originality/value This study provides empirical support for an integrated model for understanding the antecedents of the players’ behavioral intentions that incorporates psychological, social and gaming motivational factors in the context of an augmented reality mobile game.
APA, Harvard, Vancouver, ISO, and other styles
30

Kerdvibulvech, Chutisant. "Geo-Based Mixed Reality Gaming Market Analysis." Human Behavior and Emerging Technologies 2022 (February 17, 2022): 1–9. http://dx.doi.org/10.1155/2022/1139475.

Full text
Abstract:
Mixed reality has constantly been a symbol of the future for many years because it integrates many related areas of art and science to produce superior interactive experiences. Recently, it has become tremendously popular with location-based features that allow a new immersive interaction between people. In this paper, we present a novel research of pioneering geo-based mixed reality games, including our own research, to explore the evolution of mixed reality games using location-based features. Five major geo-based mixed reality games are selected for analysis based on the periods built: Human Pacman, AR Car Game, Ingress, Pokémon Go, and AR Mario Kart Live. The geo-based mixed reality gaming market analysis is explored extensively using the semiqualitative method to discover the relationships between the independent variable (year built) and the dependent variables (number of academic paper downloads, Google Trends, revenues, and number of downloads). We then compare each game based on the year built, the devices used in the game, the game purposes, the number of academic paper downloads, the revenues, the number of downloads, and the types of virtual items in the game, to deeply understand the evolution of geo-based mixed reality games. Finally, recommendations for future directions are included.
APA, Harvard, Vancouver, ISO, and other styles
31

Ghazali, Ezlika M., Dilip S. Mutum, and Mei Yuen Woon. "Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go." Internet Research 29, no. 3 (June 3, 2019): 504–28. http://dx.doi.org/10.1108/intr-12-2017-0505.

Full text
Abstract:
PurposeThe purpose of this paper is to investigate the mechanism by which uses and gratification (U&G) constructs predict continuance intention to play (ContInt) the augmented reality game Pokémon Go (PG), through multiple serial mediation technique, with enjoyment and flow as mediators. The model also integrates other motivational factors specific to PG, namely, network externality and nostalgia and investigates the process by which they influence ContInt through players’ inherent need-to-collect animated monsters and online community involvement, respectively.Design/methodology/approachThe model was tested using 362 validated responses from an online survey of PG players in Malaysia. Partial least squares structural equation modeling was used to analyse the data. The predictive relevance of the model was tested via partial least squares-Predict.FindingsContInt is influenced through various mechanisms. Enjoyment is the most important mediator, mediating three U&G predictor constructs (achievement, escapism, challenge and social interaction) and the outcome ContInt. Flow did not have any influence on ContInt unless coupled with enjoyment as a serial mediator. Network externality and nostalgia were found to only influence ContInt through mediators, online community involvement and need-to-collect Pokémon Monsters, respectively. Overall, the results show evidence of four indirect-only mediation paths and one complementary partial mediation path.Originality/valueProvides support for an integrated model incorporating psychological, social and gaming motivational factors. While most other studies focus on direct relationships, we focus on indirect relationships through multiple sequential mediation analysis, following the recent modern mediation analysis guidelines. Contrary to previous findings, flow was not an important factor in predicting ContInt for gaming and nostalgia does not link directly to ContInt.
APA, Harvard, Vancouver, ISO, and other styles
32

Kovalenko, Alla, and Albina Holovina. "Methodological Aspects of Social Preferences Research in the Context of Solving Social Dilemmas." Bulletin of Taras Shevchenko National University of Kyiv. Series “Psychology” 1, no. 13 (2021): 33–37. http://dx.doi.org/10.17721/bsp.2021.1(13).6.

Full text
Abstract:
The article presents an analysis of the main methodological principles and schemes of social preferences experimental research, which are determined as a fundamental concept to understanding the behavior of decision-makers in the process of resolving social dilemmas. The models presented in the article include an analysis of the factors that determine social preferences. Among them are the factors of trust, reliability, reciprocity, rejection of inequality, unconditional altruism and competitive advantage. The article provides a description of the strengths and weaknesses of the classic methods for studying social preferences, which usually take the form of ultimatum game, dictator game, trust game and public goods game. The study reveals the importance of the Nash equilibrium as a way to interpret human behavior in resource allocation during the game. Analysis of numerous literary sources shows that the ultimatum game is a classic scheme for studying the altruistic behavior of people. The submission of a proposal and its acceptance is an example of Nash's ideal equilibrium. Deviation from this balance can be interpreted as altruism. In turn, the trust game is a classic scheme for studying the reciprocity and prosocial orientation. If the behavior of players deviates from Nash's equilibrium, it is interpreted as being caused by trust and reciprocity. The dictator game is a classic scheme for studying the rejection of inequality. The subject's behavior can be interpreted as a rejection of inequality or altruism, but not as a rejection of risk, as the offer of Player 1 is mandatory for Player 2. Public goods game is a classic scheme for studying the competitive orientation. Nash's ideal balance in this form of play is to do nothing for public consumption, but deviating from this rule is interpreted as altruistic behavior that is the opposite of competitive orientation. As a result, the design of psychological research is presented, which most accurately typologies the social preferences of the subjects and can contribute to the creation of a representative model of decision-making process.
APA, Harvard, Vancouver, ISO, and other styles
33

Hsiao, Kuo-Lun, Miltiadis D. Lytras, and Chia-Chen Chen. "An in-app purchase framework for location-based AR games: the case of Pokémon Go." Library Hi Tech 38, no. 3 (June 11, 2019): 638–53. http://dx.doi.org/10.1108/lht-09-2018-0123.

Full text
Abstract:
Purpose Although location-based augmented reality (AR) games are popular in recent years, the motivation of in-app purchases still needs further investigation. The purpose of this paper is to investigate the antecedents of the intention to make a purchase in location-based AR games. Design/methodology/approach This research develops a conceptual model and hypotheses based on the theory of perceived values and satisfaction to investigate the antecedents. An online questionnaire was developed and distributed on popular websites to collect data, and 662 usable responses were collected from the players of Pokémon Go in Taiwan. Findings In total, 22 hypotheses were validated by using partial least squares techniques. Among the antecedents of in-app purchases intention in the model, the perceived value and satisfaction were found to have strong direct effects. The antecedents of the perceived value (flow, design aesthetic, social self-expression and good price) have direct influences on the perceived value of all players. Design aesthetic, reward and the perceived value were found to have a direct impact on all players’ satisfaction. Moreover, the differences between paying users and non-paying users were discussed and verified. Originality/value The model demonstrated relatively good explanatory power for purchase intention in the context of location-based AR game. The proposed model can provide insights to location-based AR game developers to design their games and marketing strategies.
APA, Harvard, Vancouver, ISO, and other styles
34

MIRSKI, Andrzej. "Social and cognitive aspects of children’s play." EUROPEAN HUMANITIES STUDIES: State and Society, no. 3 (June 25, 2015): 72–83. http://dx.doi.org/10.38014/ehs-ss.2015.3.07.

Full text
Abstract:
The article provides an overview and analysis of social and cognitive aspects of children’s games. The nature of the game with the positions of psychology and other social sciences. Predstaveno analysis of classical and modern sources and research on the nature of children’s play. A structural dynamic model of children’s games as part of social behavior, and - as an important tool of cognitive development.
APA, Harvard, Vancouver, ISO, and other styles
35

Davies, Paul, John G. Robb, and Dave Ladbrook. "Woodland clearance in the Mesolithic: the social aspects." Antiquity 79, no. 304 (June 2005): 280–88. http://dx.doi.org/10.1017/s0003598x00114085.

Full text
Abstract:
Did Mesolithic people regard the woodland as a wilderness or park? Previous models have portrayed the hunter-gatherers of the Mesolithic as in tune with nature and making use of clearings to attract game. Using equally valid analogies, the authors propose a more hostile landscape that was conceived and managed with clearings and paths to help allay its menacing character.
APA, Harvard, Vancouver, ISO, and other styles
36

Silvia, Hilary, and Nanci Carr. "When Worlds Collide: Protecting Physical World Interests Against Virtual World Malfeasance." Michigan Technology Law Review, no. 26.2 (2020): 279. http://dx.doi.org/10.36645/mtlr.26.2.when.

Full text
Abstract:
If a virtual-world-game character is cast upon real-world property without the consent of the landowner, inducing or encouraging players to trespass, is the virtual-world creator liable for damages? The United States Supreme Court has recognized that digital technology presents novel issues, the resolution of which must anticipate its further rapid development. It is beyond dispute that protective legislation will be unable to keep up with rapidly evolving technology. The burden of anticipating and addressing issues presented by emerging technologies will ultimately fall upon the businesses responsible for generating them. This duty was most notably adopted by the creators of Pokémon Go in settlement of nuisance and trespass claims brought by a nationwide class seeking injunctive relief from the placement of virtual Pokéstops and Pokémon Gyms (“Gyms”) on real property. This article is the first to address this landmark settlement and proposes that future developers and creators seeking to avoid similar liability exposure implement self-regulatory practices, such as Value Sensitive Design, to create human values-based frameworks within which they can create and advance technologies. The societal need and social impact of such self-regulation is clearly illustrated by emerging litigation seeking to hold virtual-world actors responsible for real-world consequences utilizing common law tort theories. In the absence of legislation, as case law develops, self-regulatory frameworks like Value Sensitive Design are essential to create constructs within which creators can develop technologies that consider human values, address civic concerns, and avoid lawsuits, while still achieving commercial and technological objectives.
APA, Harvard, Vancouver, ISO, and other styles
37

Sengupta, Ulysses, Mahmud Tantoush, May Bassanino, and Eric Cheung. "The Hybrid Space of Collaborative Location-Based Mobile Games and the City: A Case Study of Ingress." Urban Planning 5, no. 4 (December 15, 2020): 358–70. http://dx.doi.org/10.17645/up.v5i4.3487.

Full text
Abstract:
Structural changes in the way we live and interact in cities are occurring due to advances in mobile communication technologies affecting everyday practices. One such practice, at the forefront of digital technology adoption, is digital gaming or play. Location-based mobile games (LBMGs), such as Pokémon Go and Ingress have surged in popularity in recent years through their introduction of a new mode of play, employing mobile GPS and internet-enabled technology. Distinguished by their embedded GIS, LBMGs can influence how people play, interact with and perceive the city, by merging urban and virtual spaces into ‘hybrid realities.’ Despite the popularity of such games, studies into how LBMGs affect urban dweller interactions with each other and the city have been limited. This article examines how the digital interface of the large-scale collaborative LBMG Ingress affects how players experience and use the city. Ingress is a collaborative hybrid or location-based game that uses GPS location information from smartphones, Google maps, and Google POI to create virtual gameplay environments that correspond to and interact with other players and the city. The methodology cross-references the MDA framework from game studies (Mechanics-Dynamics-Aesthetics) within the urban mobility, sociability and spatiality characteristics of the hybrid realities theoretical framework. In this article, we explore how Ingress (re)produces hybrid space through deliberate design of interface game elements. By applying this analytical approach, we identify the game mechanics and their role in producing a hybrid gameplay environment with impacts on social and mobility practices altering the perception of and engagement with the city.
APA, Harvard, Vancouver, ISO, and other styles
38

Oksanen, Kimmo, and Raija Hämäläinen. "Perceived Sociability and Social Presence in a Collaborative Serious Game." International Journal of Game-Based Learning 3, no. 1 (January 2013): 34–50. http://dx.doi.org/10.4018/ijgbl.2013010103.

Full text
Abstract:
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative learning. This study is one aim to fill in the knowledge gap in order to understand how learners experience educational games as a means of social interaction and collaboration. The findings indicated that the game environment facilitated and supported players’ socio-emotional processes by eliciting students’ social presence and sociability. This has been further shown to play an important role in the emergence of social interaction and collaborative learning. These results can be applied in the design of collaborative educational games that support social aspects of collaborative learning.
APA, Harvard, Vancouver, ISO, and other styles
39

Lim, Chong-U., and D. Harrell. "Developing Social Identity Models of Players from Game Telemetry Data." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (June 29, 2021): 125–31. http://dx.doi.org/10.1609/aiide.v10i1.12723.

Full text
Abstract:
In this paper, we present an approach to modeling aspects of the identities of videogame players by data mining game telemetry information on in-game player performance and customization preferences. Our model demonstrates that such data can be used to reveal aspects of the identities players express by their social networking profile information. We tested our model on players of the multiplayer first-person shooter videogame Team Fortress 2. It was able to significantly explain the variances of the players' number of friends (35.1%), number of uploaded screenshots (49.6%), and number of uploaded videos (39.2%) of their profiles on the gaming social network Steam. Our results revealed several findings, such as criteria indicating how players customized avatars differently according to notions of aesthetics and practicality, and how these notions contributed to predicting their number of friends on their social networking profiles.Responses evaluated from a conducted survey reaffirmed several of these findings.
APA, Harvard, Vancouver, ISO, and other styles
40

Benti, Behailu Shiferaw, and Georg Stadtmann. "B|Orders in Motion in the Video Game Industry: An Analysis Based on Animal Crossing: New Horizons." Human Behavior and Emerging Technologies 2022 (May 14, 2022): 1–7. http://dx.doi.org/10.1155/2022/4452900.

Full text
Abstract:
In 2020, the video game Animal Crossing: New Horizons was listed among the top ten in terms of revenue. This success can be highlighted by looking at interconnectedness between the game—existing in the virtual world—and various aspects of life existing in the real world. To do so, we analyze the game by relying on an interdisciplinary framework of border studies. This framework expresses that the three states of borders (durability, permeability, and liminality) can be interpreted not only in a geographical sense but also in terms of a temporal dimension as well as a cultural dimension. Considering cultural (fashion and museums), political, and economical aspects of life, we highlight how this game blurs the borders between the real and virtual world. Furthermore, our findings assert that not only borders but also orders can change over time (B|Orders are in motion).
APA, Harvard, Vancouver, ISO, and other styles
41

Lee, Hye Rim, and Eui Jun Jeong. "Therapeutic role of player self-efficacy in online gaming." Social Behavior and Personality: an international journal 45, no. 9 (October 3, 2017): 1475–84. http://dx.doi.org/10.2224/sbp.6334.

Full text
Abstract:
We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.
APA, Harvard, Vancouver, ISO, and other styles
42

Novrialdy, Eryzal, Herman Nirwana, and Riska Ahmad. "High School Students Understanding of the Risks of Online Game Addiction." Journal of Educational and Learning Studies 2, no. 2 (November 6, 2019): 113. http://dx.doi.org/10.32698/0772.

Full text
Abstract:
Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.
APA, Harvard, Vancouver, ISO, and other styles
43

Barnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (June 2010): 167–79. http://dx.doi.org/10.1037/a0019442.

Full text
Abstract:
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior.
APA, Harvard, Vancouver, ISO, and other styles
44

Zimmermann, Rainer E., and Simon M. Wiedenmann. "3rd ICTs and Society Meeting; Paper Session - Theorizing the Internet; Paper 6: Reconstructing the Glass Bead Game. On the Philosophy of Information." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 8, no. 2 (June 26, 2010): 136–38. http://dx.doi.org/10.31269/triplec.v8i2.216.

Full text
Abstract:
A computer playable version of the Glass Bead Game in the sense of Hermann Hesse’s famous novel is being presented and the various onto-epistemic as well as social implications of the game are discussed. In particular, the discussion focuses on aspects of the philosophical conceptualization of information within evolving social contexts.
APA, Harvard, Vancouver, ISO, and other styles
45

Zimmermann, Rainer E., and Simon M. Wiedenmann. "3rd ICTs and Society Meeting; Paper Session - Theorizing the Internet; Paper 6: Reconstructing the Glass Bead Game. On the Philosophy of Information." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 8, no. 2 (June 26, 2010): 136–38. http://dx.doi.org/10.31269/vol8iss2pp136-138.

Full text
Abstract:
A computer playable version of the Glass Bead Game in the sense of Hermann Hesse’s famous novel is being presented and the various onto-epistemic as well as social implications of the game are discussed. In particular, the discussion focuses on aspects of the philosophical conceptualization of information within evolving social contexts.
APA, Harvard, Vancouver, ISO, and other styles
46

Wang, Feng, and Hongqu He. "Identification and decision making of social entrepreneurship opportunities based on family social capital and prior knowledge." International Journal of Electrical Engineering & Education 57, no. 1 (December 3, 2018): 73–84. http://dx.doi.org/10.1177/0020720918813812.

Full text
Abstract:
To improve algorithm accuracy of social entrepreneurship decision evaluation, a kind of social entrepreneurship decision evaluation method based on strategy proof game equilibrium algorithm is proposed. Firstly, social entrepreneurship decision problem is analyzed, social entrepreneurship decision evaluation system is given, and normalization and factor analysis method are adopted to preprocess model indicator; then, aimed at social entrepreneurship decision equilibrium distribution problem, social entrepreneurship decision optimal distribution algorithm based on ideas from game theory is proposed, and respective characteristics of Nash equilibrium method and strategy proofriess method and its application in different aspects of social entrepreneurship decision management are analyzed, to maximize the benefits of each user in social entrepreneurship decision finally; finally, effectiveness of the algorithm is verified through empirical analysis.
APA, Harvard, Vancouver, ISO, and other styles
47

de Carvalho, Carlos Vaz, and Antonio Coelho. "Game-Based Learning, Gamification in Education and Serious Games." Computers 11, no. 3 (March 4, 2022): 36. http://dx.doi.org/10.3390/computers11030036.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Heath, Joseph. "Is Language a Game?" Canadian Journal of Philosophy 26, no. 1 (March 1996): 1–28. http://dx.doi.org/10.1080/00455091.1996.10717442.

Full text
Abstract:
Recent developments in game theory have shown that the mathematical models of action so widely admired in the study of economics are in fact only particular instantiations of a more general theoretical framework. In the same way that Aristotelian logic was ‘translated’ into the more general and expressive language of predicate logic, the basic action theoretic underpinnings of modern economics have now been articulated within the more comprehensive language of game theory. But precisely because of its greater generality and expressive power, game theory has again revived the temptation to apply formal models of action to every domain of social life. This movement has been fuelled by some notable successes. Game theory has provided useful insights into the logic of collective action in the theory of public goods, and strategic models of voting have illustrated important aspects of institutional decision-making. But this extension of formal models into every area of social interaction has also encountered significant difficulties, despite the fact that contemporary decision theory has weakened its basic assumptions to the point where it teeters constantly on the brink of vacuity.
APA, Harvard, Vancouver, ISO, and other styles
49

Curtin, Daniel, and Fanli Jia. "Revisiting Social Value Orientations and Environmental Attitude–Identity–Intention in Decomposed Games." International Journal of Environmental Research and Public Health 19, no. 12 (June 7, 2022): 6961. http://dx.doi.org/10.3390/ijerph19126961.

Full text
Abstract:
Past research has identified social value orientation (e.g., prosocial vs. proself) as possible underlying facilitators of pro-environmental intentions. However, recent studies have failed to draw a causal relationship using an experimental design such as priming. The current study attempted to address this issue by revisiting the relationship using a decomposed game. In addition, the current study extended the relationship between social value orientation and different aspects of pro-environmentalism (e.g., environmental attitude, identity, and self-reported pro-environmental intention). The “Attitude–Identity–Intention” path was explored in prosocial and proself groups. One hundred and fifty participants completed the decomposed game (prosocial and proself value orientations) and their respective environmental attitude, identity, and self-reported pro-environmental intentions (PEIs) were compared. We found that prosocial participants had higher levels of environmental identity, attitude, and self-reported participatory PEIs than proself participants, but not on the leadership PEIs. In addition, environmental identity mediated the relationship between environmental attitude and self-reported PEIs. This mediation only existed among the prosocial participants. The results suggest that the decomposed game is still a valid measure in social value orientation and the relationship can be extended to different aspects of environmentalism.
APA, Harvard, Vancouver, ISO, and other styles
50

Chanifah, Umi, Iskandar Wiryokusumo, and Djoko Adi Walujo. "“Edu Game Monopoly” Media Development On Sosial Arithmetic Material Of Junior High School." International Journal of Social Sciences and Humanities Invention 6, no. 1 (January 30, 2019): 5225–30. http://dx.doi.org/10.18535/ijsshi/v6i1.04.

Full text
Abstract:
The purpose of this research is to develop a decent monopoly edugame media product on social arithmetic material with the concept of learning while playing. To support media feasibility, process of media expert validation, material expert validation, teacher response and student trials are conducted. The feasibility assessment includes three aspects: the aspects of media engineering, social communication aspects and learning aspects. The research method used is research and development of R & D, Borg and Gall model that has been modified into five stages consisting of (1) requirement analysis stage, (2) planning stage, (3) early product development stage, (4) validation and trial stage, and (5) final product stage. The results of research and development shows that: Assessment of feasibility in terms of the above three aspects have been obtained percentvage of 90.3%. In accordance with the conversion table of achievement level on a scale of 5, the value is obtained with the qualification of "Very Good". Thus, it can be concluded that the development of monopoly edugame media in this study is "Eligible" to be used as a medium of learning on the social arithmetic material of Junior High School.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography