Gendered Experiences of Mobile Gaming and Augmented Reality

2019 ◽  
Vol 3 (2) ◽  
pp. 54-67
Author(s):  
William Goette ◽  
Julie A. Delello ◽  
Rochell R. McWhorter

Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While students perceived similar risks associated with Pokémon Go, men were less likely to report bonding with others as a personal benefit of the game. Further study of mobile gaming experiences between genders is needed, particularly in relation to social and immersive motivations to play the game.

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

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.


2021 ◽  
Vol 9 (Spl-1- GCSGD_2020) ◽  
pp. S182-S186
Author(s):  
Low Ann Gee ◽  
◽  
Ambusam Subramaniam ◽  
Sivaguru Muthusamy ◽  
Rajkumar Krishnan Vasanthi ◽  
...  

Recently, there are an increasing trend in location-based augmented reality (AR) games that require players to move around physically to acquire the in-game features as well as game bonuses. The introduction of this location-based augmented reality (AR) games, specifically, Pokémon Go, has made the players physically move around to achieve higher levels and indirectly, improves the level of physical activity. Thus, the objective of the current study is to examine the association between the time spent playing location-based AR games specifically Pokémon Go, and the level of physical activity of the players in Malaysia. A self-administered questionnaire was circulated among Pokémon Go players and based on the inclusion and exclusion criteria, 47 players were recruited in the study. Global Physical Activity Questionnaire (GPAQ) was used to identify the level of physical activity. The association between time spent playing Pokémon Go and level of physical activity were examined using the Chi-square test. The results of the current study showed no significant association between days spent playing Pokémon Go and level of physical activity (p = .14), hours spent playing Pokémon Go and physical activity (p = .516), or between daily hours spent playing Pokémon Go and daily sedentary time (p = .283). Nevertheless, the mean of the study reported that the physical activity level of the players increased concurrently as the player’s game frequency increases. Further studies are required to shed light on how location-based AR games can be implemented as potential strategies to engage an active lifestyle.


2016 ◽  
Vol 5 (1) ◽  
pp. 20-23 ◽  
Author(s):  
Adriana de Souza e Silva

In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.


2019 ◽  
Vol 2 ◽  
pp. 1-4 ◽  
Author(s):  
Brian Alan Johnson

<p><strong>Abstract.</strong> OpenStreetMap (OSM) has become one of the largest sources of volunteered geographic information (VGI), and the data is now used for a wide range of applications. A massively popular augmented reality game, Pokémon GO, recently adopted OSM data for its in-game map and many of its in-game mechanics. This study investigated: (1) How Pokémon GO affected the quantity of daily contributors and daily edits to OSM in South Korea (the only country where OSM data was used exclusively since the game’s launch); and (2) How the game affected volunteers’ contribution habits. The main findings were: (i) the number of daily contributors and daily edits both increased by more than 17 times following the launch of Pokémon GO in South Korea, but returned to more normal levels after around 1&amp;frac12; months; (ii) Most individuals contributing to OSM because of Pokémon GO reportedly did so to improve the in-game map appearance and in-game mechanics; and (iii) Individuals motivated to contribute to OSM because of Pokémon GO tended to create/edit OSM “park” and “water body” features more than other OSM contributors. It is notable that the large increases in OSM contributors and edits occurred even in the absence of any formal guidance or encouragement by the game operator or other parties. If greater efforts are made to encourage participation in VGI initiatives linked to AR games, the observed impacts will likely be even more dramatic.</p>


2018 ◽  
Vol 15 (3) ◽  
pp. 113-127 ◽  
Author(s):  
Kelly M Tran

In this study, I detail three families who play the popular mobile augmented reality game Pokémon Go together. I discuss the parents’ perceptions of the game’s educational merits and potential drawbacks and detail how learning occurs around the game. Using the framework of Distributed Teaching and Learning Systems, I argue that Pokémon Go and other games and digital media experiences that families engage with at home can be powerful resources, which connect and integrate with other sites and resources, both in-school and out-of-school. In the case of these families, parents engage in explicit teaching around the game and share information that they have learned online. The findings presented here have implications for researchers, educators, and designers.


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