Waiting for the Augmented Reality ‘Killer App’: Pokémon GO 2016

2019 ◽  
pp. 3-14 ◽  
Author(s):  
Geoffrey Alan Rhodes
2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2020 ◽  
Vol 1 (1) ◽  
pp. 15-18
Author(s):  
Helmi Ismunandar ◽  
Ahmad Fauzi ◽  
Rani Himayani ◽  
Soraya Rahmanisa

Latar Belakang: Augmented reality merupakan teknologi pengolahan gambar dan grafis  komputer untuk menggabungkan konten digital ke dunia nyata. Pokemon Go merupakan salah satu game berbasis augmented reality yang mengharuskan pemainnya berburu monster di tempat yang berlokasi di dunia nyata. Pemain Pokemon Go beresiko mengalami kecelakaan saatmereka fokus pada layar smartphone sehingga mengabaikan lingkungan sekitarnya. Tujuan:Tujuan pengabdian ini adalah peningkatan pengetahuan dan kesadaran terhadap terjadinya trauma muskuloskeletal pada anak pengguna smart phone yang bermain game berbasis augmented reality. Metode: Pengabdian ini direncanakan menggunakan metode penyuluhan danpembagian kuisioner (pretes dan postes). Hasil: Kegiatan penyuluhan dan skreening ini diikuti oleh 50 orang yang terdiri dari orangtua, siswa, dan guru TK Titah Bunda yang datang menghadiri penyuluhan. Setelah dilakukan kegiatan penyuluhan, nilai hasil pengamatan (postes) didapatkan meningkat. Hampir semua peserta sudah paham sebanyak 47 peserta (94%), sementara 3 (6%) peserta lagi nilai post test <80. Kesimpulan: Setelah mendapatkan penyuluhan terdapat peningkatan pengetahuan masyarakat mengenai cedera saat bermain permainan berbasis augmented reality


2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2017 ◽  
Author(s):  
A Rodríguez Serrano ◽  
M Martín-Núñez ◽  
S Gil-Soldevila

2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


Author(s):  
Kunal Khanade ◽  
Farzan Sasangohar

Distracted driving while gaming is a serious hazard especially for young drivers. Increasing popularity of augmented reality games may increase distracted driving incidents. The main purpose of this study is to test the feasibility of an identification test to differentiate between drivers and passengers to prevent drivers from playing augmented reality games while driving to reduce distracted driving incidents. We hypothesized that increased cognitive burden will reduce vigilance on the secondary task which will reduce attention and increase the risk associated with the secondary task. An experiment with a driving simulator tested university students’ performance to evaluate the efficacy of the distinguishing test. The results show that the test shows promise to distinguish between drivers and passengers. Such tests can be used in applications when users perform two tasks that require the same modality leading to decreased performance in both tasks.


2019 ◽  
Vol 33 (1) ◽  
pp. 37-55 ◽  
Author(s):  
Seongsoo Jang ◽  
Yi Liu

Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.


2018 ◽  
Vol 11 (1) ◽  
pp. e224012 ◽  
Author(s):  
Kate Gemma Richards ◽  
Kai Yuen Wong ◽  
Mansoor Khan

There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.


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