Results 41 to 50 of about 1,025,952 (190)
This research examines motives for engagement in Augmented Reality (AR) games. The research field examined in this study was Pokémon Go, due to the game’s rapid rise in popularity.
Tal Laor
doaj +1 more source
Why the public health sector couldn’t create Pokémon Go
Pokémon Go has been subject to much attention – from both the players that download the augmented reality game and the news media. Amid the exaggerated media reports, Pokémon Go may have unintended health benefits.
Becky Freeman +2 more
doaj +1 more source
In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home.
Samuli Laato +2 more
doaj +1 more source
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Developing Pokemon AI For Finding Comfortable Settings [PDF]
This paper explores an innovative way to find a comfortable setting of video games. Pokemon is chosen as benchmark and game refinement measure is employed for the assessment.
Panumate, Chetprayoon, Iida, Hiroyuki
core
Temos que pegar? Pokémon Go e as interfaces entre movimento, jogos digitais e educação
Este ensaio problematiza as relações entre jogos digitais, educação e movimento por intermédio do game Pokémon Go e à luz de tendências emergentes no âmbito da aprendizagem móvel e da indústria do entretenimento. Apesar da potencialidade demonstrada por
Gilson Cruz Junior
doaj +1 more source
Manufacturing Nostalgia in the Digital Age: A Foreverism Perspective
ABSTRACT Many scholars argue that we are experiencing the era of “retro”—nostalgia‐driven marketing and consumption phenomena reinforced by digital technologies. However, existing research lacks a critical analysis of nostalgia in contemporary markets and of how digital content, tools, and environments transform retro consumption experiences and alter ...
Dinara Davlembayeva +4 more
wiley +1 more source
Does it Promote Physical Activity? College Students’ Perceptions of Pokémon Go [PDF]
The present study examined whether physical activity participation between Pokémon GO users was different from that of non-users. Participants’ perceptions of the game in terms of promoting physical activity were also evaluated.
Zi Yan, Kevin Finn, Kayla Breton
doaj +1 more source
Adhesive Protein Nanoparticles Control Emulsion Properties via Tunable Interdroplet Linking
In this study, pea protein nanoparticles were probed for their ability to link emulsion droplets. Experiments across multiple length scales showed that the nanoparticles form shear‐resistant links via bridging interactions from the thin film between droplets.
Gijs D. Konings +4 more
wiley +1 more source
Games and gamification projects in the Australian public sector
Abstract This article surveys the arrival of gameful government into Australian public sector practice. Gameful government is a shorthand, descriptive term denoting the interpenetration of (video)games, and design elements and thinking from them, into public sector work.
David Threlfall, Catherine Althaus
wiley +1 more source

