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Augmented reality games / Vladimir Geroimenko, editor.

Contributor(s): Material type: TextTextPublisher: Cham, Switzerland : Springer Nature Switzerland, 2019Description: 2 volume : illustrations ; 24 cmContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783030156152 (volume 1)
  • 9783030156190 (volume 2)
Subject(s): DDC classification:
  • 006.8 AUG 22
Contents:
Volume 1. Understanding the Pokémon GO phenomenon -- Volume 2. The gamification of education, medicine, and art.
Waiting for the Augmented Reality 'Killer App': Pokémon GO 2016.- Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games.- The Concept of the Magic Circle and the Pokémon GO Phenomenon.- Mediation Theory Between Pokémon GO and the Everyday World.- Augmented Reality, Games and Art: Immersion and Flow.- Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO.- Long-Term Engagement in Mobile Location-Based Augmented Reality Games.- Playing Pokémon GO in a Public Park in Malaysia: A Survey and Analysis.- A Theoretical-Practical Framework for the Educational Uses of Pokémon GO in Children and Adolescents.- Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions.- Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education.
Summary: 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.
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Holdings
Item type Current library Collection Call number Status Notes Date due Barcode Item holds
Book - Borrowing Book - Borrowing Central Library Ground Floor Donation-Gift 006.8 AUG (Browse shelf(Opens below)) Available Volume 1 000048397
Book - Borrowing Book - Borrowing Central Library Ground Floor Donation-Gift 006.8 AUG (Browse shelf(Opens below)) Available Volume 2 000048396
Total holds: 0

Includes bibliographical references.

Volume 1. Understanding the Pokémon GO phenomenon -- Volume 2. The gamification of education, medicine, and art.

Waiting for the Augmented Reality 'Killer App': Pokémon GO 2016.- Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games.- The Concept of the Magic Circle and the Pokémon GO Phenomenon.- Mediation Theory Between Pokémon GO and the Everyday World.- Augmented Reality, Games and Art: Immersion and Flow.- Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO.- Long-Term Engagement in Mobile Location-Based Augmented Reality Games.- Playing Pokémon GO in a Public Park in Malaysia: A Survey and Analysis.- A Theoretical-Practical Framework for the Educational Uses of Pokémon GO in Children and Adolescents.- Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions.- Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education.

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.

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