Table of contents
About this book
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.
Editors and affiliations
- DOI https://doi.org/10.1007/978-3-030-15616-9
- Copyright Information Springer Nature Switzerland AG 2019
- Publisher Name Springer, Cham
- eBook Packages Computer Science
- Print ISBN 978-3-030-15615-2
- Online ISBN 978-3-030-15616-9
- Buy this book on publisher's site