000 02858cam a22003375i 4500
999 _c27921
_d27892
001 019400546
003 EG-ScBUE
005 20201213143006.0
008 190513s2019 sz a f b 000 0 eng d
020 _a9783030156152 (volume 1)
020 _a9783030156190 (volume 2)
040 _aN$T
_beng
_erda
_cN$T
_dN$T
_dUk
_dEG-ScBUE
082 0 4 _a006.8
_bAUG
_222
245 0 0 _aAugmented reality games /
_cVladimir Geroimenko, editor.
264 1 _aCham, Switzerland :
_bSpringer Nature Switzerland,
_c2019.
300 _a2 volume :
_billustrations ;
_c24 cm
336 _atext
_2rdacontent
_btxt
337 _acomputer
_2rdamedia
_bn
338 _aonline resource
_2rdacarrier
_bnc
504 _aIncludes bibliographical references.
505 0 _aVolume 1. Understanding the Pokémon GO phenomenon -- Volume 2. The gamification of education, medicine, and art.
505 0 _aWaiting 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.- Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO.- Long-Term Engagement in Mobile Location-Based Augmented Reality Games.- 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.- Augmented Education: Location-Based Games for Real-World Teaching and Learning Sessions.- Get Gamified: Promoting Augmented Reality and Digital Game Technology in Education.
520 _aThis 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.
650 7 _aAugmented reality.
_2BUEsh
650 7 _aVideo games
_xSocial aspects.
_2BUEsh
650 7 _aPokémon Go (Game)
_2BUEsh
653 _bCOMSCI
_cDecember2019
700 1 _aGeroimenko, Vladimir,
_d1955-
_eeditor.
942 _2ddc
_cBB