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dc.contributor.authorKari, Tuomas
dc.date.accessioned2017-04-13T06:10:51Z
dc.date.available2017-04-13T06:10:51Z
dc.date.issued2016
dc.identifier.citationKari, T. (2016). Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality. <em>Journal of Virtual Worlds Research</em>, 9 (3), 0. <a href="https://doi.org/10.4101/jvwr.v9i3.7239">doi:10.4101/jvwr.v9i3.7239</a>
dc.identifier.otherTUTKAID_72913
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/53599
dc.description.abstractPokémon 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.isoeng
dc.publisherUniversity of Texas at Austin
dc.relation.ispartofseriesJournal of Virtual Worlds Research
dc.relation.urihttps://journals.tdl.org/jvwr/index.php/jvwr/article/view/7239/6391
dc.subject.othermobile game
dc.subject.otherPokemon GO
dc.subject.othercontexts
dc.subject.othersociality
dc.subject.otherinteraction
dc.subject.otherplace
dc.subject.otherreasons
dc.subject.othermobile gaming
dc.subject.otheraugmented reality
dc.subject.otherexergaming
dc.subject.othercritical incidents
dc.subject.othersituational context
dc.titlePokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201703291809
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineElektroninen liiketoiminta
dc.contributor.oppiaineTietojärjestelmät
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2017-03-29T15:15:34Z
dc.type.coarjournal article
dc.description.reviewstatuspeerReviewed
dc.format.pagerange0
dc.relation.issn1941-8477
dc.relation.volume9
dc.type.versionpublishedVersion
dc.rights.copyright© The Author, 2016. This is an open access article distributed under the Creative Commons License.
dc.rights.accesslevelopenAccessfi
dc.rights.urlhttps://creativecommons.org/licenses/by-nd/3.0/us/
dc.relation.doi10.4101/jvwr.v9i3.7239


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© The Author, 2016. This is an open access article distributed under the Creative Commons License.
Except where otherwise noted, this item's license is described as © The Author, 2016. This is an open access article distributed under the Creative Commons License.