哦,不,神奇宝贝GO!媒体恐慌和对增强现实现象新闻报道中流动性的恐惧

IF 3.1 1区 文学 Q1 COMMUNICATION
T. Laor, H. Rosenberg, Nili Steinfeld
{"title":"哦,不,神奇宝贝GO!媒体恐慌和对增强现实现象新闻报道中流动性的恐惧","authors":"T. Laor, H. Rosenberg, Nili Steinfeld","doi":"10.1177/20501579211052227","DOIUrl":null,"url":null,"abstract":"Media panics research is concerned with widespread social anxiety formed around a new technology or medium. This study adds to existing research by characterizing a new form of media panic around augmented reality applications, and specifically that which erupted concerning Pokémon GO, a popular augmented reality game. Based on a content analysis of items related to the game published in Israel's major print and online media in the period immediately following the game's launch, we classify the negative media coverage as a media panic and propose an explanation for its emergence. We argue that the negative reactions to the game stem specifically from the game's unique features and its mobile infrastructure, and especially its use of augmented reality that combines users’ virtual experiences and their interactions in actual physical space. We identify a third wave of mobile panic in this current phenomenon, one which takes into account the unique features of mobile technology as infrastructure for augmented reality applications. In contrast to previous incidents of media panic that focused on the harmful effects of increased technology use by young users, and their detachment from their physical environment, this wave represents an essentially opposite phenomenon, in which physical mobility itself, facilitated by the use of augmented reality, is deemed dangerous to players’ health and safety.","PeriodicalId":46650,"journal":{"name":"Mobile Media & Communication","volume":"10 1","pages":"365 - 386"},"PeriodicalIF":3.1000,"publicationDate":"2021-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Oh, no, Pokémon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon\",\"authors\":\"T. Laor, H. Rosenberg, Nili Steinfeld\",\"doi\":\"10.1177/20501579211052227\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Media panics research is concerned with widespread social anxiety formed around a new technology or medium. This study adds to existing research by characterizing a new form of media panic around augmented reality applications, and specifically that which erupted concerning Pokémon GO, a popular augmented reality game. Based on a content analysis of items related to the game published in Israel's major print and online media in the period immediately following the game's launch, we classify the negative media coverage as a media panic and propose an explanation for its emergence. We argue that the negative reactions to the game stem specifically from the game's unique features and its mobile infrastructure, and especially its use of augmented reality that combines users’ virtual experiences and their interactions in actual physical space. We identify a third wave of mobile panic in this current phenomenon, one which takes into account the unique features of mobile technology as infrastructure for augmented reality applications. In contrast to previous incidents of media panic that focused on the harmful effects of increased technology use by young users, and their detachment from their physical environment, this wave represents an essentially opposite phenomenon, in which physical mobility itself, facilitated by the use of augmented reality, is deemed dangerous to players’ health and safety.\",\"PeriodicalId\":46650,\"journal\":{\"name\":\"Mobile Media & Communication\",\"volume\":\"10 1\",\"pages\":\"365 - 386\"},\"PeriodicalIF\":3.1000,\"publicationDate\":\"2021-11-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mobile Media & Communication\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1177/20501579211052227\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mobile Media & Communication","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/20501579211052227","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 9

摘要

媒体恐慌研究关注的是围绕一种新技术或媒体形成的广泛的社会焦虑。这项研究通过描述一种新形式的媒体对增强现实应用的恐慌,特别是对流行的增强现实游戏《精灵宝可梦GO》的恐慌,为现有研究增添了新的内容。基于对游戏发布后以色列主要印刷媒体和网络媒体上发布的与游戏相关的内容分析,我们将负面媒体报道归类为媒体恐慌,并对其出现提出解释。我们认为,对游戏的负面反应特别源于游戏的独特功能及其移动基础设施,尤其是它对增强现实的使用,该增强现实结合了用户的虚拟体验和他们在实际物理空间中的互动。我们在当前的这一现象中发现了第三波移动恐慌,它考虑到了移动技术作为增强现实应用基础设施的独特特征。与之前关注年轻用户日益使用技术的有害影响以及他们脱离物理环境的媒体恐慌事件不同,这一波浪潮代表了一种基本相反的现象,在这种现象中,增强现实的使用促进了物理移动本身,被认为对玩家的健康和安全是危险的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Oh, no, Pokémon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon
Media panics research is concerned with widespread social anxiety formed around a new technology or medium. This study adds to existing research by characterizing a new form of media panic around augmented reality applications, and specifically that which erupted concerning Pokémon GO, a popular augmented reality game. Based on a content analysis of items related to the game published in Israel's major print and online media in the period immediately following the game's launch, we classify the negative media coverage as a media panic and propose an explanation for its emergence. We argue that the negative reactions to the game stem specifically from the game's unique features and its mobile infrastructure, and especially its use of augmented reality that combines users’ virtual experiences and their interactions in actual physical space. We identify a third wave of mobile panic in this current phenomenon, one which takes into account the unique features of mobile technology as infrastructure for augmented reality applications. In contrast to previous incidents of media panic that focused on the harmful effects of increased technology use by young users, and their detachment from their physical environment, this wave represents an essentially opposite phenomenon, in which physical mobility itself, facilitated by the use of augmented reality, is deemed dangerous to players’ health and safety.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
9.40
自引率
16.30%
发文量
36
期刊介绍: Mobile Media & Communication is a peer-reviewed forum for international, interdisciplinary academic research on the dynamic field of mobile media and communication. Mobile Media & Communication draws on a wide and continually renewed range of disciplines, engaging broadly in the concept of mobility itself.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信