Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Augmented reality games.. I,. Unders...
~
Geroimenko, Vladimir.
Linked to FindBook
Google Book
Amazon
博客來
Augmented reality games.. I,. Understanding the Pokemon GO phenomenon
Record Type:
Electronic resources : Monograph/item
Title/Author:
Augmented reality games./ edited by Vladimir Geroimenko.
remainder title:
Understanding the Pokemon GO phenomenon
other author:
Geroimenko, Vladimir.
Published:
Cham :Springer International Publishing : : 2019.,
Description:
xvi, 254 p. :ill., digital ;24 cm.
[NT 15003449]:
Preface -- The Pokemon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts -- The Nature of the Pokemon GO Phenomenon and Lessons Learned -- The Pokemon GO Phenomenon in Educational Context.
Contained By:
Springer eBooks
Subject:
Pokemon Go (Game) -
Online resource:
https://doi.org/10.1007/978-3-030-15616-9
ISBN:
9783030156169
Augmented reality games.. I,. Understanding the Pokemon GO phenomenon
Augmented reality games.
I,Understanding the Pokemon GO phenomenon[electronic resource] /Understanding the Pokemon GO phenomenonedited by Vladimir Geroimenko. - Cham :Springer International Publishing :2019. - xvi, 254 p. :ill., digital ;24 cm.
Preface -- The Pokemon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts -- The Nature of the Pokemon GO Phenomenon and Lessons Learned -- The Pokemon GO Phenomenon in Educational Context.
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 Pokemon 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 Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon 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.
ISBN: 9783030156169
Standard No.: 10.1007/978-3-030-15616-9doiSubjects--Topical Terms:
3410320
Pokemon Go (Game)
LC Class. No.: GV1469.35.P634
Dewey Class. No.: 794.8
Augmented reality games.. I,. Understanding the Pokemon GO phenomenon
LDR
:02325nmm a2200337 a 4500
001
2191193
003
DE-He213
005
20190511024528.0
006
m d
007
cr nn 008maaau
008
200504s2019 gw s 0 eng d
020
$a
9783030156169
$q
(electronic bk.)
020
$a
9783030156152
$q
(paper)
024
7
$a
10.1007/978-3-030-15616-9
$2
doi
035
$a
978-3-030-15616-9
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1469.35.P634
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
072
7
$a
UYZG
$2
thema
082
0 4
$a
794.8
$2
23
090
$a
GV1469.35.P634
$b
A921 2019
245
0 0
$a
Augmented reality games.
$n
I,
$p
Understanding the Pokemon GO phenomenon
$h
[electronic resource] /
$c
edited by Vladimir Geroimenko.
246
3 0
$a
Understanding the Pokemon GO phenomenon
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2019.
300
$a
xvi, 254 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Preface -- The Pokemon GO Phenomenon in Theoretical, Cultural and Conceptual Contexts -- The Nature of the Pokemon GO Phenomenon and Lessons Learned -- The Pokemon GO Phenomenon in Educational Context.
520
$a
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 Pokemon 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 Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon 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.
650
0
$a
Pokemon Go (Game)
$3
3410320
650
0
$a
Video games
$x
Social aspects.
$3
605419
650
0
$a
Augmented reality.
$3
1620831
650
1 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Game Development.
$3
3166400
650
2 4
$a
Computers and Education.
$3
892757
700
1
$a
Geroimenko, Vladimir.
$3
896085
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
856
4 0
$u
https://doi.org/10.1007/978-3-030-15616-9
950
$a
Computer Science (Springer-11645)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9373837
電子資源
11.線上閱覽_V
電子書
EB GV1469.35.P634
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login