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The Augmented Reality of Pokémon Go

The Augmented Reality of Pokémon Go PDF Author: Neriko Musha Doerr
Publisher: Lexington Books
ISBN: 1498574920
Category : History
Languages : en
Pages : 166
Book Description
This volume examines the complexities created by Pokémon GO—the smartphone augmented reality game— from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokémon GO created a new way to inhabit the world.

The Augmented Reality of Pokémon Go

The Augmented Reality of Pokémon Go PDF Author: Neriko Musha Doerr
Publisher: Lexington Books
ISBN: 1498574920
Category : History
Languages : en
Pages : 166
Book Description
This volume examines the complexities created by Pokémon GO—the smartphone augmented reality game— from an anthropological perspective. Through detailed text analyses, links to wider issues, and the phenomenology of playing, this collection provides nuanced studies of how Pokémon GO created a new way to inhabit the world.

Augmented Reality Games I

Augmented Reality Games I PDF Author: Vladimir Geroimenko
Publisher: Springer
ISBN: 3030156168
Category : Computers
Languages : en
Pages : 254
Book Description
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.

The Pokemon Go Phenomenon

The Pokemon Go Phenomenon PDF Author: Jamie Henthorn,
Publisher: McFarland
ISBN: 1476636516
Category : Games & Activities
Languages : en
Pages : 235
Book Description
Pokémon Go is not just play—the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokémon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokémon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

Educational Media and Technology Yearbook

Educational Media and Technology Yearbook PDF Author: Robert Maribe Branch
Publisher: Springer Nature
ISBN: 3030279863
Category : Education
Languages : en
Pages : 456
Book Description
This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.

Technology and the City

Technology and the City PDF Author: Michael Nagenborg
Publisher: Springer Nature
ISBN: 3030523136
Category : Philosophy
Languages : en
Pages : 450
Book Description
The contributions in this volume map out how technologies are used and designed to plan, maintain, govern, demolish, and destroy the city. The chapters demonstrate how urban technologies shape, and are shaped, by fundamental concepts and principles such as citizenship, publicness, democracy, and nature. The many authors herein explore how to think of technologically mediated urban space as part of the human condition. The volume will thus contribute to the much-needed discussion on technology-enabled urban futures from the perspective of the philosophy of technology. This perspective also contributes to the discussion and process of making cities ‘smart’ and just. This collection appeals to students, researchers, and professionals within the fields of philosophy of technology, urban planning, and engineering.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1288
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Play and playfulness for public health and wellbeing

Play and playfulness for public health and wellbeing PDF Author: Alison Tonkin
Publisher: Routledge
ISBN: 1351010433
Category : Medical
Languages : en
Pages : 214
Book Description
The role of play in human and animal development is well established, and its educational and therapeutic value is widely supported in the literature. This innovative book extends the play debate by assembling and examining the many pieces of the play puzzle from the perspective of public health. It tackles the dual aspects of art and science which inform both play theory and public health policy, and advocates for a ‘playful’ pursuit of public health, through the integration of evidence from parallel scientific and creative endeavors. Drawing on international research evidence, the book addresses some of the major public health concerns of the 21st century – obesity, inactivity, loneliness and mental health – advocating for creative solutions to social disparities in health and wellbeing. From attachment at the start of life to detachment at life’s ending, in the home and in the workplace, and across virtual and physical environments, play is presented as vital to the creation of a new ‘culture of health’. This book represents a valuable resource for students, academics, practitioners and policy-makers across a range of fields of interest including play, health, the creative arts and digital and environmental design.

Pokemon Go!

Pokemon Go! PDF Author: Alexander Lowe
Publisher: Norwood House Press
ISBN: 1684508509
Category : Juvenile Nonfiction
Languages : en
Pages : 48
Book Description
Learn about the history of Pok‚mon Go! and the company behind the mobile gaming phenomenon. Explore Pok‚mon Go! competitions and peer into the future of one of the world?s most popular games. Pok‚mon Go! will give you a behind-the-scenes look at a great game, with features that include: a glossary, index, and bibliography for further reading.

Discourses of Anxiety over Childhood and Youth across Cultures

Discourses of Anxiety over Childhood and Youth across Cultures PDF Author: Liza Tsaliki
Publisher: Springer Nature
ISBN: 3030464369
Category : Social Science
Languages : en
Pages : 426
Book Description
This book revolves around neoliberal notions governing children and youth – a trend that permeates and dominates contemporary perceptions of "the young." In fact, given how the disciplinary power of neoliberalism swiftly becomes a common conceptual currency across national and cultural borders, discussing the way in which neoliberal self-governance permeates the cultures of childhood and youth is even more pertinent. This is followed by research on media discourses of children and their cultural practices in Norway, Germany, Austria and Switzerland, Serbia, Greece, and the US.

Marketing

Marketing PDF Author: Michael R. Solomon
Publisher: Pearson UK
ISBN: 129227414X
Category : Marketing
Languages : en
Pages : 586
Book Description
Marketing: Real People, Real Decisions is the only text to introduce marketing from the perspective of real people who make real marketing decisions at leading companies everyday. Timely, relevant, and dynamic, this reader-friendly text shows students howmarketing concepts are implemented, and what they really mean in the marketplace. With this book, the authors show how marketing can come alive when practiced by real people who make real choices. The 3rd European Edition presents more information than ever on the core issues every marketer needs to know, including value, analytics and metrics, and ethical and sustainable marketing. And with new examples and assessments, the text helps students actively learn and retain chapter content, so they know what's happening in the world of marketing today. This edition features a large number of new cases from prominent marketing academics and professionals from around Europe.