Pokémon GO: Collaboration and Information on the GO
dc.contributor.author | Aal, Konstantin | |
dc.contributor.author | Hauptmeier, Helmut | |
dc.date.accessioned | 2019-04-23T20:35:28Z | |
dc.date.available | 2019-04-23T20:35:28Z | |
dc.date.issued | 2019 | |
dc.description.abstract | Pokémon GO is one of the few location-based mobile games (LBMG) which gained popularity all over the world. It increases physical activity when players are walking around catching Pokémon. It also shapes the players’ sense of place and increases their social interactions. This exploratory auto-ethnographic study seeks to provide a first glimpse at how players appropriate different tools to inform themselves, collaborate with other players to catch or trade Pokémon and fulfill tasks inside the game together with a worldwide community. Results indicate that young adults learn how to organize catching events, arrange raid sessions, and collaborate within the Pokémon GO world and outside in the real world. This implies that the observed skills resulting from the gamification design elements of Pokémon GO can be transformed into the work life of young adults. Our explorative paper tries to pave the way for other research. | en |
dc.identifier.doi | 10.18420/ecscw2019_ep04 | |
dc.identifier.pissn | 2510-2591 | |
dc.language.iso | en | |
dc.publisher | European Society for Socially Embedded Technologies (EUSSET) | |
dc.relation.ispartof | Proceedings of 17th European Conference on Computer-Supported Cooperative Work | |
dc.relation.ispartofseries | Reports of the European Society for Socially Embedded Technologies: vol. 3, no. 1 | |
dc.title | Pokémon GO: Collaboration and Information on the GO | en |
dc.type | Text/Conference Paper | |
gi.citations.count | 3 | |
gi.citations.element | John Dunham, Konstantinos Papangelis, Samuli Laato, Nicolas Lalone, Jin Lee, Michael Saker (2023): The Impacts of Covid-19 on Players of <i>Pokémon GO</i>, In: ACM Transactions on Computer-Human Interaction 4(30), doi:10.1145/3569896 | |
gi.citations.element | Hansika Kapoor, Anirudh Tagat, Sampada Karandikar, Arunima Ticku (2020): How to Catch ’Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO, In: PRESENCE: Virtual and Augmented Reality, doi:10.1162/pres_a_00355 | |
gi.citations.element | Andreea-Carmen Ifrim, Florica Moldoveanu, Alin Moldoveanu, Alexandru Grădinaru (2021): LibrARy – Enriching the Cultural Physical Spaces with Collaborative AR Content, In: Lecture Notes in Computer Science, doi:10.1007/978-3-030-77599-5_43 | |
gi.conference.date | 8 - 12 June 2019 | |
gi.conference.location | Salzburg, Austria | |
mci.conference.review | full |
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