000 | 02858cam a22003375i 4500 | ||
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999 |
_c27921 _d27892 |
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001 | 019400546 | ||
003 | EG-ScBUE | ||
005 | 20201213143006.0 | ||
008 | 190513s2019 sz a f b 000 0 eng d | ||
020 | _a9783030156152 (volume 1) | ||
020 | _a9783030156190 (volume 2) | ||
040 |
_aN$T _beng _erda _cN$T _dN$T _dUk _dEG-ScBUE |
||
082 | 0 | 4 |
_a006.8 _bAUG _222 |
245 | 0 | 0 |
_aAugmented reality games / _cVladimir Geroimenko, editor. |
264 | 1 |
_aCham, Switzerland : _bSpringer Nature Switzerland, _c2019. |
|
300 |
_a2 volume : _billustrations ; _c24 cm |
||
336 |
_atext _2rdacontent _btxt |
||
337 |
_acomputer _2rdamedia _bn |
||
338 |
_aonline resource _2rdacarrier _bnc |
||
504 | _aIncludes bibliographical references. | ||
505 | 0 | _aVolume 1. Understanding the Pokémon GO phenomenon -- Volume 2. The gamification of education, medicine, and art. | |
505 | 0 | _aWaiting 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. | |
520 | _aThis 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. | ||
650 | 7 |
_aAugmented reality. _2BUEsh |
|
650 | 7 |
_aVideo games _xSocial aspects. _2BUEsh |
|
650 | 7 |
_aPokémon Go (Game) _2BUEsh |
|
653 |
_bCOMSCI _cDecember2019 |
||
700 | 1 |
_aGeroimenko, Vladimir, _d1955- _eeditor. |
|
942 |
_2ddc _cBB |