Connecting Affinity Spaces To Places And Back: A Look at Pokemon Go

被引:0
|
作者
Pauw, Daniel [1 ]
Preece, Jennifer [1 ]
Warrick, Elizabeth [1 ]
Clegg, Tamara [1 ]
Boston, Carol [1 ]
机构
[1] Univ Maryland, College Pk, MD 20742 USA
基金
美国国家科学基金会;
关键词
affinity spaces; place-based learning; Pokemon Go; technology design;
D O I
10.1145/3022198.3026345
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Designers of learning tools and spaces have focused on understanding learner interests and the features of online spaces (also known as affinity spaces) that allow them to share and collaborate. Pokemon Go provides a practical case to observe potential new connections between the affinity spaces and learning in place-based settings. In this study, we look at design considerations for connecting learning in online affinity spaces to physical places. We discuss learner usage of Pokemon Go, learner designs for similar technology and impacts on interaction between place, affinity space and self. Specifically, we show that learners desire connecting affinity space learning to place by using finely-detailed, context-sensitive connections so that they can reflect place back to their affinity space visibly and possibly tangibly. Interestingly, social interactions serve to strengthen the bonds between people and interest in the physical places and learners do not require an extensive technological social feature.
引用
收藏
页码:275 / 278
页数:4
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