The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey

Daniel Rapp, Florian Niebling, Marc Erich Latoschik
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引用次数: 2

Abstract

Pokémon Go is a mobile game that uses geolocation and Augmented Reality (AR) to bring little monsters into the real world. In this paper, we want to outline a qualitative study which focuses on socio-technical effects of this game onto the players themselves. Episodical interviews are used to collect data which is then coded by an approach close to Grounded Theory. The results contain theories with quotations from the participants. On the technical side, players judge AR as hardly relevant for the game and more useful for advertisement through media coverage. Even though Pokémon Go is an AR game, this feature is optional and suffers from bad usability.
《口袋妖怪Go》的影响以及为什么它与增强现实无关——一项定性调查的结果
《口袋妖怪Go》是一款使用地理定位和增强现实技术(AR)将小怪物带入现实世界的手机游戏。在本文中,我们想要概述一项定性研究,主要关注这款游戏对玩家自身的社会技术影响。情景访谈用于收集数据,然后通过接近扎根理论的方法进行编码。结果包含了参与者引用的理论。在技术方面,玩家认为AR与游戏几乎没有关系,而更适合通过媒体报道进行广告宣传。尽管《pokemon Go》是一款AR游戏,但这一功能是可选的,且易用性较差。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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