Augmented Reality Games I
Title | Augmented Reality Games I PDF eBook |
Author | Vladimir Geroimenko |
Publisher | Springer |
Pages | 260 |
Release | 2019-05-10 |
Genre | Computers |
ISBN | 3030156168 |
This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
The Pokemon Go Phenomenon
Title | The Pokemon Go Phenomenon PDF eBook |
Author | Jamie Henthorn |
Publisher | McFarland |
Pages | 236 |
Release | 2019-05-20 |
Genre | Games & Activities |
ISBN | 1476674132 |
Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
The Pokemon Go Phenomenon
Title | The Pokemon Go Phenomenon PDF eBook |
Author | Jamie Henthorn |
Publisher | McFarland |
Pages | 236 |
Release | 2019-05-10 |
Genre | Games & Activities |
ISBN | 1476636516 |
Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
The Phenomenon Pokémon Go. An Analysis
Title | The Phenomenon Pokémon Go. An Analysis PDF eBook |
Author | Lea-Christin Klaas |
Publisher | GRIN Verlag |
Pages | 27 |
Release | 2022-06-13 |
Genre | Computers |
ISBN | 3346661075 |
Seminar paper from the year 2021 in the subject Communications - Multimedia, Internet, New Technologies, grade: 2,7, University of Dortmund, language: English, abstract: In 2016 when Pokémon Go was released, the hype around collecting Pokémon once again increased immensely and a lot of new players started to become interested in the world of Pokémon. This is owed to various features of the game. In the following, the reasons for the game’s success should be found out. To do so, the franchise history of Pokémon and the game Pokémon Go itself will be described, before focussing on space-time in games. Afterwards, criteria for successful pervasive gaming and augmented reality will be compared to Pokémon Go until cultural and social aspects will be included as well with special attention to hype. Lastly, the most important findings will be summarized in the conclusion. Gaming is undisputedly one of the most liked free time activities. That is why the gaming industry is booming and constantly working on new games. Even though there are new games being released every year, some managed to stay successful over decades. Especially the Pokémon franchise is indispensable for the gaming community. For over 20 years the franchise is one of the most successful ones. For a lot of players, this series of games accompanied them since their childhood.
The Augmented Reality of Pokémon Go
Title | The Augmented Reality of Pokémon Go PDF eBook |
Author | Neriko Musha Doerr |
Publisher | Lexington Books |
Pages | 150 |
Release | 2019-02-08 |
Genre | History |
ISBN | 1498574920 |
What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the “real” physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors’ experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, “nature” as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game’s link to the wider social issue as it gets appropriated for “friendly authoritarian” goals of civil society, imposing various ideologies and accruing commercial gains. Through “participant observation” —all contributors have been avid Pokémon GO players themselves—this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.
Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread
Title | Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread PDF eBook |
Author | Instaread |
Publisher | Instaread |
Pages | 27 |
Release | 2017-01-06 |
Genre | Study Aids |
ISBN | 1683786637 |
Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread Preview: The Undoing Project: A Friendship that Changed Our Minds explores the relationship and psychological theories of two Israeli academics, Daniel Kahneman and Amos Tversky, whose ideas about human judgment and decision-making established the field of behavioral economics. The two men’s collaborative work began with an audacious premise: that humans are not rational decision-makers. Rational decision-making was the cornerstone of both the psychology of decision-making and the field of economics in the 1970s, but Kahneman and Tversky asserted that people’s judgment was swayed by their emotions, not their intellects. They tested this theory in a variety of ways, which led them to co-write a series of influential papers about judgment and how decisions are made. The sheer force of these concepts was such that, although they ran contrary to conventional wisdom, people instantly comprehended their truth. They soon became academic stars, although Tversky’s accolades came much faster… PLEASE NOTE: This is a Summary, Analysis & Review of the book and NOT the original book. Inside this Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread: · Overview of the Book · Important People · Key Takeaways · Analysis of Key Takeaways About the Author With Instaread, you can get the key takeaways and analysis of a book in 15 minutes. We read every chapter, identify the key takeaways and analyze them for your convenience. Visit our website at instaread.co.
Educational Media and Technology Yearbook
Title | Educational Media and Technology Yearbook PDF eBook |
Author | Robert Maribe Branch |
Publisher | Springer Nature |
Pages | 451 |
Release | 2019-11-06 |
Genre | Education |
ISBN | 3030279863 |
This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.