Augmented Reality Games I

Understanding the Pokémon GO Phenomenon

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Entertainment & Games, Game Programming - Graphics, General Computing
Cover of the book Augmented Reality Games I by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783030156169
Publisher: Springer International Publishing Publication: May 10, 2019
Imprint: Springer Language: English
Author:
ISBN: 9783030156169
Publisher: Springer International Publishing
Publication: May 10, 2019
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer International Publishing

Cover of the book Scientific Communication Across the Iron Curtain by
Cover of the book The Aesthetics of Anthony Burgess by
Cover of the book Gender in the Post-Fordist Urban by
Cover of the book The Sense of Things by
Cover of the book Risk Culture in Banking by
Cover of the book Ecological Soil-Cement Bricks from Waste Materials by
Cover of the book Web Information Systems and Technologies by
Cover of the book Computer and Computing Technologies in Agriculture XI by
Cover of the book First Light and Beyond by
Cover of the book Frontiers and Progress in Multiphase Flow I by
Cover of the book Verified Software: Theories, Tools and Experiments by
Cover of the book Diagnostic Clusters in Shoulder Conditions by
Cover of the book Employee Engagement in Media Management by
Cover of the book Environmental History in the Making by
Cover of the book Mathematical Models in Biology by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy