Augmented Reality Games I: Understanding the Pokémon GO Phenomenon
Editat de Vladimir Geroimenkoen Limba Engleză Hardback – 22 mai 2019
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 forstudents (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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Specificații
ISBN-13: 9783030156152
ISBN-10: 303015615X
Pagini: 224
Ilustrații: XVI, 254 p. 59 illus., 48 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.56 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
ISBN-10: 303015615X
Pagini: 224
Ilustrații: XVI, 254 p. 59 illus., 48 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.56 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
Cuprins
Preface.- The Pokémon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts.- The Nature of the Pokémon GO Phenomenon and Lessons Learned.- The Pokémon GO Phenomenon in Educational Context.
Textul de pe ultima copertă
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, butalso for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
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, butalso for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.
Caracteristici
The first volume of a pioneering two-part monograph written by a team of 70 researchers from 20 countries Investigates the Pokémon GO phenomenon in theoretical, cultural, conceptual, and educational contexts Considers the nature of the Pokémon GO success and the lessons learned from the rise of this ground-breaking augmented reality game