Augmented Reality Games I

Augmented Reality Games I
Author: Vladimir Geroimenko
Publisher: Springer
Total Pages: 254
Release: 2019-05-10
Genre: Computers
ISBN: 3030156168

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.

Location-Based Gaming

Location-Based Gaming
Author: Dale Leorke
Publisher: Springer
Total Pages: 272
Release: 2018-06-29
Genre: Social Science
ISBN: 9811306834

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Public Space Augmented

Public Space Augmented
Author: Chung Ling Luk
Publisher:
Total Pages: 0
Release: 2017
Genre:
ISBN:

Pokemon Go is a free-to-play, location based, augmented reality (AR) mobile game. It stimulates the player' imagination to the physical space by merging the Pokemon world with reality. Through overlaying virtual elements on physical cityscape, the city journey becomes more explorative, allowing one to discover more as one keeps going. Even though the phenomena of how people are mobilized to the public space created by Pokemon Go is short-lived, the foreseeable tendency of public space in incorporating both virtual and physical programs is believed to be the key to reimagine the city to be more explorative. This therefore motivates people to socially engage in the public space. Within the synthesis of virtuality and physicality, for one, humans no longer limit themselves in physical body to experience the city. We also have extended bodies such as cell phones augmenting the reality we sense. For another, our spatial experience is no longer limited to the physical sense of space but virtual synapse that allows real-time manipulation, enriching the temporal sense of a space. With these changing variables, this project intends to experiment different body-spatial relations, including physical body-virtual space, physical body-physical space, extended body-virtual space and extended body-physical space. These cooperatively create an explorative shared realm between virtuality and physicality. Cathedral Square and Vancouver Central Library are chosen as the sites. With reference to their spatial qualities, they are designed as a path for the quest of meaning of life derived from theological and philosophical contemplations. Physical changes are enacted to assist the invisible imagination while at the same time, they can function independently as a public leisure and gathering space. As a result, it will become a shared realm encompassing different bodies and spaces intertwining and influencing each other and therefore, a much more explorative city journey than usual.

Gotta Catch ... A Lawsuit? A Legal Insight Into the Intellectual, Civil, and Criminal Battlefield 'Pokémon Go' Has Downloaded Onto Smartphones and Properties Around the World

Gotta Catch ... A Lawsuit? A Legal Insight Into the Intellectual, Civil, and Criminal Battlefield 'Pokémon Go' Has Downloaded Onto Smartphones and Properties Around the World
Author: Andrew Rossow
Publisher:
Total Pages: 22
Release: 2020
Genre:
ISBN:

Our society, and its millennials, have entered the digital age, whereby almost everything is conducted and perpetuated through electronic devices. Smartphones have dominated the mobile device market and have allowed its users to download mobile applications and games to the device. Pokémon Go, is the latest trend in mobile gaming and the start to a bright future of augmented reality. But what happens when augmented reality meets the physical world? Do our modern-day statutes and laws extend into the cyberspace that it is augmented reality? What happens when a user of an augmented reality game enters onto the property of another and interferes with that individual's fundamental property right of quiet enjoyment and use of the property? Should the mobile game user be held liable under trespassing or nuisance laws? Should the Developers of such a game be held liable under theories of negligence, trespass, and/or nuisance? This article attempts to explore the concept of augmented reality as it pertains to the creation of Pokémon Go by Niantic, Inc., The Pokémon Company, and Nintendo. Pokémon Go is the latest augmented reality game for iPhone and Android, which allows its user to travel in the physical world, while catching Pokémon in the virtual world, depicted through a Google interface overlay.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck
Publisher: Springer
Total Pages: 335
Release: 2019-02-19
Genre: Business & Economics
ISBN: 3030062465

This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Augmented Reality in Educational Settings

Augmented Reality in Educational Settings
Author:
Publisher: BRILL
Total Pages: 475
Release: 2019-11-11
Genre: Education
ISBN: 9004408843

This book is intended to provide teachers and researchers with a wide range of ideas from researchers working to integrate the new technology of Augmented Reality into educational settings and processes.

Mobile Interface Theory

Mobile Interface Theory
Author: Jason Farman
Publisher: Routledge
Total Pages: 300
Release: 2013-06-17
Genre: Social Science
ISBN: 1136942866

In this updated second edition, Jason Farman offers a ground-breaking look at how location-aware mobile technologies are radically shifting our sense of identity, community, and place-making practices. Mobile Interface Theory is a foundational book in mobile media studies, with the first edition winning the Book of the Year Award from the Association of Internet Researchers. It explores a range of mobile media practices from interface design to maps, AR/VR, mobile games, performances that use mobile devices and mobile storytelling projects. Throughout, Farman provides readers with a rich theoretical framework to understand the ever-transforming landscape of mobile media and how they shape our bodily practices in the spaces we move through. This fully updated second edition features updated examples throughout reflecting the shifts in mobile technology. This is the ideal text for those studying mobile media, social media, digital media, and mobile storytelling.

Intergenerational Locative Play

Intergenerational Locative Play
Author: Michael Saker
Publisher: Emerald Group Publishing
Total Pages: 179
Release: 2021-02-08
Genre: Social Science
ISBN: 183909141X

Intergenerational Locative Play: Augmenting Family examines the social, spatial and physical impact of the hybrid reality game (HRG) Pokémon Go on the relationship between parents and their children.

Pervasive Games

Pervasive Games
Author: Markus Montola
Publisher: CRC Press
Total Pages: 337
Release: 2009-06-12
Genre: Art
ISBN: 0080889794

Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.