An initial study of information behavior in Pokemon Go

被引:0
|
作者
Srinivasan K. [1 ]
Tan M.L.K. [1 ]
Peh D.C.K. [1 ]
Goh D.H.-L. [1 ]
Lee C.S. [1 ]
机构
[1] Nanyang Technological University, Singapore
关键词
information behavior; information needs; Information sources; mobile games; Pokemon Go;
D O I
10.1002/pra2.166
中图分类号
学科分类号
摘要
This paper presents a preliminary study of issues pertaining to the information needs, sources and behaviors of Pokemon Go players. Participants were found to be passive in the fulfillment of their information needs and they expressed a willingness to share information with others. Author(s) retain copyright, but ASIS&T receives an exclusive publication license
引用
收藏
页码:765 / 767
页数:2
相关论文
共 50 条
  • [41] Key factors in the triumph of Pokemon GO
    Tang, Ailie K. Y.
    BUSINESS HORIZONS, 2017, 60 (05) : 725 - 728
  • [42] Pokemon WALK: Persuasive Effects of Pokemon GO Game-Design Elements
    Meschtscherjakov, Alexander
    Troesterer, Sandra
    Lupp, Artur
    Tscheligi, Manfred
    PERSUASIVE TECHNOLOGY: DEVELOPMENT AND IMPLEMENTATION OF PERSONALIZED TECHNOLOGIES TO CHANGE ATTITUDES AND BEHAVIORS, PERSUASIVE 2017, 2017, 10171 : 241 - 252
  • [43] Imagine Pokemon in the "Real" world: a Deleuzian approach to Pokemon GO and augmented reality
    Grandinetti, Justin
    Ecenbarger, Charles
    CRITICAL STUDIES IN MEDIA COMMUNICATION, 2018, 35 (05) : 440 - 454
  • [44] PokeMon Go! Play May Promote Walking And Discourage Sedentary Behavior In College Students
    Barkley, Jacob E.
    Lepp, Andrew
    Glickman, Ellen L.
    MEDICINE AND SCIENCE IN SPORTS AND EXERCISE, 2017, 49 (05): : 183 - 183
  • [45] PokeMon Go! Play May Promote Walking And Discourage Sedentary Behavior In College Students
    Barkley, Jacob E.
    Lepp, Andrew
    Glickman, Ellen L.
    MEDICINE AND SCIENCE IN SPORTS AND EXERCISE, 2015, 47 (05): : 183 - 183
  • [46] Hyperanimals: Inverting Nature Through Pokemon Go
    Morey, Sean
    Crider, Jason
    ISLE-INTERDISCIPLINARY STUDIES IN LITERATURE AND ENVIRONMENT, 2020, 27 (02) : 287 - 306
  • [47] On the Determinants and Outcomes of Passion for Playing Pokemon Go
    Orosz, Gabor
    Zsila, Agnes
    Vallerand, Robert J.
    Boethe, Beata
    FRONTIERS IN PSYCHOLOGY, 2018, 9
  • [48] Analysis of Pokemon GO using sociophysics approach
    Ishii, Akira
    Ajito, Masanori
    Kawahata, Yasuko
    2016 IEEE INTERNATIONAL CONFERENCE ON BIG DATA (BIG DATA), 2016, : 3986 - 3988
  • [49] Pokemon Go: the experience of augmented urban space
    Navarro-Redon, Aida
    CIUDAD Y TERRITORIO-ESTUDIOS TERRITORIALES-CYTET, 2021, 53 (209): : 621 - 632
  • [50] Pokemon GO: A Pervasive Game and Learning Community
    Majgaard, Gunver
    Larsen, Lasse Juel
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 402 - 409