Pokemon GO: A Pervasive Game and Learning Community

被引:0
|
作者
Majgaard, Gunver [1 ]
Larsen, Lasse Juel [2 ]
机构
[1] Univ Southern Denmark, Maersk Mc Kinney Moller Inst, Embodied Syst Robot & Learning, Odense, Denmark
[2] Univ Southern Denmark, Dept Study Culture, Odense, Denmark
关键词
gamebased learning; augmented reality; Pokemon GO; communities of practice; pervasive games; AUGMENTED REALITY;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The present article argues that the mobile augmented reality game Pokemon GO demonstrates what we have chosen to coin a pervasive learning community. Normally, communities are centred on a specific game, associated real-world events, and online communities, but Pokemon is different since the digital game world runs parallel with game activities in physical reality. This mobile and pervasive structure changes communities from previous binary modes of being either in or out of community to a heterogeneous possibility space of being engaged in all kinds of places all the time while interacting with friends, acquaintances, and strangers thereby reshaping and expanding learning formations of communities. This study is built upon field observations, interviews, and online questionnaires of Pokemon GO players. We wanted to find out who played Pokemon GO, when they played, where they played, and with whom they played, for how long how learning took place, and how the Pokemon Go communities were shaped. In the course of our investigation we found that Pokemon GO makes players physically active while moving around discovering, interacting, and learning new aspects of the game while finding novel places in the cityscape. We found that players engage the game and each other both online ( as expected) and in real life in new places at all hours of the day thereby placing players in a new form of gaming scenario and learning environment, which we have chosen to call a pervasive learning community.
引用
收藏
页码:402 / 409
页数:8
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