Springer, 2019. — 260 p. — ISBN: 978-3-030-15615-2.
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.
Waiting 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
Motives for Playing Pokémon GO and Their Associations with Problematic and Health Behaviors
Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO
I Play, You Play and We Play Together: Social Interaction Through the Use of Pokémon GO
Long-Term Engagement in Mobile Location-Based Augmented Reality Games
Health Implications of Augmented Reality Games on Children and Adolescents
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
Pokémon GO Between Incidental Learning and Frame Analysis: It’s the End of the World as We Know It
Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions
Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education