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Augmented Reality Games I

Understanding the Pokémon GO Phenomenon

  • Vladimir Geroimenko

Table of contents

  1. Front Matter
    Pages i-xvi
  2. The Pokémon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts

    1. Front Matter
      Pages 1-1
    2. Lasse Juel Larsen, Gunver Majgaard
      Pages 33-50
    3. György Molnár, Zoltán Szűts
      Pages 61-67
  3. The Nature of the Pokémon GO Phenomenon and Lessons Learned

    1. Front Matter
      Pages 69-69
    2. Elina Koskinen, Dale Leorke, Kati Alha, Janne Paavilainen
      Pages 95-116
    3. Heinrich Söbke, Jannicke Baalsrud Hauge, Ioana A. Stefan
      Pages 129-147
    4. David E. Jimenez, Jay Shah, Prithwijit Das, Ruth L. Milanaik
      Pages 149-176
  4. The Pokémon GO Phenomenon in Educational Context

    1. Front Matter
      Pages 189-189
    2. Alberto Ruiz-Ariza, Sebastián López-Serrano, Manuel J. De la Torre-Cruz, Emilio J. Martínez-López
      Pages 191-202
    3. Peter Mozelius, Jimmy Jaldemark, Sofia Eriksson Bergström, Marcus Sundgren
      Pages 217-235
  5. Back Matter
    Pages 253-254

About this book

Introduction

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. 

Keywords

Computer Games Augmented Reality Games Game Transfer Phenomena Social Interaction and Augmented Reality Games Pokémon GO

Editors and affiliations

  • Vladimir Geroimenko
    • 1
  1. 1.Faculty of Informatics and Computer ScienceThe British University in EgyptCairoEgypt

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-030-15616-9
  • Copyright Information Springer Nature Switzerland AG 2019
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-030-15615-2
  • Online ISBN 978-3-030-15616-9
  • Buy this book on publisher's site