dc.contributor.author | Kari, Tuomas | |
dc.date.accessioned | 2017-04-13T06:10:51Z | |
dc.date.available | 2017-04-13T06:10:51Z | |
dc.date.issued | 2016 | |
dc.identifier.citation | Kari, T. (2016). Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality. <i>Journal of Virtual Worlds Research</i>, <i>9</i>(3). <a href="https://doi.org/10.4101/jvwr.v9i3.7239" target="_blank">https://doi.org/10.4101/jvwr.v9i3.7239</a> | |
dc.identifier.other | CONVID_26535652 | |
dc.identifier.other | TUTKAID_72913 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/53599 | |
dc.description.abstract | Pokémon GO, an augmented reality mobile game, captured the attention of millions of people
around the world in July 2016. Various sources from around the globe have reported both positive
and negative incidents and outcomes related to the game. Some of the incidents have been
particularly remarkable for the player, i.e., critical incidents. A critical incident is a single
experience, which a person perceives or remembers as unusually positive or negative. Critical
incidents typically are highly influential for human behavior, and thus, important to study. Playing
augmented reality games can take place in varying situational contexts. Situational context includes
information that can be used to characterize the situation of a person, place, or object, and has been
shown to be influential in mobile use context. This study investigates in which kinds of situational
contexts do critical incidents of augmented reality game Pokémon GO take place. The focus is on
four different situational contexts that Pokémon GO can be played in: sociality, interaction state,
place, and reasons for playing. The study is based on analysing an online survey sample of 226
responses. The findings pose insights and implications regarding augmented reality applications and
games in general, and thus, assist the developers in their efforts to provide the users with meaningful
and positive experiences with games and other augmented reality applications. | |
dc.language.iso | eng | |
dc.publisher | University of Texas at Austin | |
dc.relation.ispartofseries | Journal of Virtual Worlds Research | |
dc.relation.uri | https://journals.tdl.org/jvwr/index.php/jvwr/article/view/7239/6391 | |
dc.subject.other | mobile game | |
dc.subject.other | Pokemon GO | |
dc.subject.other | contexts | |
dc.subject.other | reasons | |
dc.subject.other | mobile gaming | |
dc.subject.other | exergaming | |
dc.subject.other | critical incidents | |
dc.subject.other | situational context | |
dc.title | Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-201703291809 | |
dc.contributor.laitos | Tietojenkäsittelytieteiden laitos | fi |
dc.contributor.laitos | Department of Computer Science and Information Systems | en |
dc.contributor.oppiaine | Tietojärjestelmätiede | fi |
dc.contributor.oppiaine | Information Systems Science | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.date.updated | 2017-03-29T15:15:34Z | |
dc.type.coar | http://purl.org/coar/resource_type/c_2df8fbb1 | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 0 | |
dc.relation.issn | 1941-8477 | |
dc.relation.numberinseries | 3 | |
dc.relation.volume | 9 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © The Author, 2016. This is an open access article distributed under the Creative Commons License. | |
dc.rights.accesslevel | openAccess | fi |
dc.subject.yso | sosiaalisuus | |
dc.subject.yso | vuorovaikutus | |
dc.subject.yso | paikka | |
dc.subject.yso | lisätty todellisuus | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p9002 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p10591 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p9979 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p25016 | |
dc.rights.url | https://creativecommons.org/licenses/by-nd/3.0/us/ | |
dc.relation.doi | 10.4101/jvwr.v9i3.7239 | |
dc.type.okm | A1 | |