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2022 ◽  
Vol 14 (24) ◽  
pp. 104-121
Author(s):  
Victoria Clowater

In this paper, I employ the concept of the palimpsest of meaning (Bailey, 2007) to illustrate how Pokémon Go shapes and produces relations to place. Using ethnographic data from student players at the University of Guelph, I demonstrate how augmented reality (AR) gaming constructs a curated layer of place meaning that influences players’ knowledge of, relationships to, and movement through space. In so doing, I argue that we should not ignore the potential of AR technology to influence how we come to know place, emphasizing the impacts that biases, which are coded into this technology, might have on subaltern narratives of place and on marginalized communities, particularly in the context of Canadian settler colonialism and the erasure of Indigenous knowledge.


2022 ◽  
pp. 381-407
Author(s):  
Robert Costello ◽  
Murray Lambert

The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.


2022 ◽  
pp. 759-784
Author(s):  
Robert Costello ◽  
Murray Lambert

The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.


2022 ◽  
pp. 141-150
Author(s):  
Robert Costello

The use of technology within the 21st century to assist with Millennials provides the opportunity to explore unique opportunities for designing new approaches not just for education but also for the industry. Bridging communities helps with retention and engagement and supports through a variety of different devices too, for example, VR, AR, mobile learning, massively multiplayer online (MMOs) like Pokémon Go to sensory devices like the Kinect. It is these combinations of technology mixed with learning theories that can have a positive effect while addressing various health and well-being issues such as stress and depression. This chapter explores a variety of topics and how to bridge the gap with several scenarios while providing useful insights on opportunities and challenges.


Author(s):  
Justin Grandinetti ◽  
Taylor Abrams-Rollinson

Introduced in July 2016, Pokémon GO is widely considered the killer app for contemporary augmented reality. Popular attention to the game has waned in recent years, but Pokémon GO remains enormously successful in terms of both player base and revenue generation. Whether individuals experienced the game for a short time or remain dedicated hardcore players, Pokémon GO exists as memories of time and place, imbuing familiar sites and routes with new meaning and temporal connection. Attending to these complex interrelationships of place, space, mobility, humans, technologies, infrastructures, environments, and memory, we situate Pokémon GO as what Hayles (2016) calls a cognitive assemblage—sociotechnical systems of interconnectivity in which cognition is an exteriorized process occurring across multiple levels, sites, and boundaries. In turn, we conceptualize cognition (and specifically memory) not as confined within a delimited hominid body, but instead operating through contextual relations, at multiple sites, and in a constant state of becoming. By reflecting on our own experiences as part of the distributed memory of Pokémon GO, we situate memory as momentary convergence of signals made possible by infrastructures, inscribed on servers and silicon, and made part of algorithmic suggestion and learning AI. Additionally, our own memories and experiences serve to highlight the experiential complexity of cognitive assemblages in relation to structures of feeling, as well as new temporal and spatial relations.


DAT Journal ◽  
2021 ◽  
Vol 6 (4) ◽  
pp. 338-355
Author(s):  
Luana Bittencourt Saraiva ◽  
Bruno Raphael de Carvalho Santos ◽  
Alef Vernon De Oliveira Santos ◽  
Eduardo Jorge Lira Antunes Da Silva ◽  
Lúcio Vasconcellos Dias ◽  
...  
Keyword(s):  

Diante da pandemia do novo coronavírus, importam iniciativas capazes de adaptar-se ao isolamento social e às tecnologias de operação remota. Entre as tecnologias emergentes, a Realidade Aumentada (RA) permite interação entre o mundo real e virtual, auxiliando inclusive, pessoas a terem uma vida mais saudável. O artigo investiga como a RA tem sido utilizada para orientar pessoas na realização de atividade físicas e se dá pela prospecção em bases de dados internacionais para visualizar a abordagem da temática. Os resultados mostraram dois grupos de aplicações em RA: a gamificação, protagonizada pelo jogo Pokémon Go; e a reabilitação, com aplicações para recuperação de pessoas com perda muscular. Constata-se predomínio de publicações originadas nos Estados Unidos e Reino Unido, conforme mecanismo de busca e string definida para realização da pesquisa de prospecção nas coleções de periódicos. As informações coletadas auxiliarão na definição de funcionalidades que poderão ser utilizadas em aplicações em RA.


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