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.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textde Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (November 28, 2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.
Full textUrwin, Jessica, and Catherine Flick. "AR games as a potential source of improved mental well being: Implications for self-help and individual support." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 309–28. http://dx.doi.org/10.1386/jgvw.11.3.309_1.
Full textLee, Jung Eun, Nan Zeng, Yoonsin Oh, Daehyoung Lee, and Zan Gao. "Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review." Journal of Clinical Medicine 10, no. 9 (April 25, 2021): 1860. http://dx.doi.org/10.3390/jcm10091860.
Full textArjoranta, Jonne, Tuomas Kari, and Markus Salo. "Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study." JMIR Serious Games 8, no. 2 (May 25, 2020): e15967. http://dx.doi.org/10.2196/15967.
Full textSaaty, Morva, Derek Haqq, Mohammadreza Beyki, Taha Hassan, and D. Scott McCrickard. "Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–22. http://dx.doi.org/10.1145/3549512.
Full textSoukup, Charles. "Pokémon Go as a cognitive map: Simplifying and focusing movement in postmodern urban spaces." Explorations in Media Ecology 19, no. 2 (June 1, 2020): 179–94. http://dx.doi.org/10.1386/eme_00034_1.
Full textDelello, Julie A., Rochell R. McWhorter, and William Goette. "College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go." International Journal of Gaming and Computer-Mediated Simulations 10, no. 3 (July 2018): 1–19. http://dx.doi.org/10.4018/ijgcms.2018070101.
Full textLicoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (November 29, 2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.
Full textHumphreys, 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 textWu, 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 textLaato, 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 textGoette, 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 textHsieh, 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 textKu, 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 textVella, 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 textBlasko, 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 textApperley, 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 textLaato, 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 textBueno, 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 textEllis, 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 textTateno, 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 textPeaty, 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 textWhitson, 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 textBes 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 textHjorth, 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 textJang, 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 textGhazali, 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 textKerdvibulvech, 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 textGhazali, 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 textKovalenko, 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 textHsiao, 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 textMIRSKI, 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 textDavies, 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 textSilvia, 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 textSengupta, 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 textOksanen, 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 textLim, 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 textBenti, 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 textLee, 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 textNovrialdy, 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 textBarnett, 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 textZimmermann, 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 textZimmermann, 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 textWang, 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 textde 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 textHeath, 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 textCurtin, 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 textChanifah, 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.
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