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
相关论文
共 50 条
  • [21] Pokemon GO & driving
    Sawano, T.
    Ozaki, A.
    Shimada, Y.
    Leppold, C.
    Tsubokura, M.
    Tsukada, M.
    Kami, M.
    Ohira, H.
    [J]. QJM-AN INTERNATIONAL JOURNAL OF MEDICINE, 2017, 110 (05) : 311 - 312
  • [22] THE POKEMON GO PEOPLE
    Klug, Nate
    [J]. NEW YORK REVIEW OF BOOKS, 2018, 65 (07) : 26 - 26
  • [23] Location-Based Augmented Reality With Pervasive Smartphone Sensors: Inside and Beyond Pokemon Go!
    Shea, Ryan
    Fu, Di
    Sun, Andy
    Cai, Chao
    Ma, Xiaoqiang
    Fan, Xiaoyi
    Gong, Wei
    Liu, Jiangchuan
    [J]. IEEE ACCESS, 2017, 5 : 9619 - 9631
  • [24] Location Spoofing in a Location-Based Game: A Case Study of Pokemon Go
    Zhao, Bo
    Chen, Qinying
    [J]. ADVANCES IN CARTOGRAPHY AND GISCIENCE, 2017, : 21 - 32
  • [25] LEARNING BY WALKING - POKEMON GO AND MOBILE TECHNOLOGY IN FORMAL EDUCATION
    Mozelius, Peter
    Bergstrom-Eriksson, Sofia
    Jaldemark, Jimmy
    [J]. 10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017), 2017, : 1172 - 1179
  • [26] Gamification of Learning in Tourism Industry: A case study of Pokemon Go
    Yang, Chin-Cheng
    Sia, Wei Yeng
    Tseng, Yi-Chiao
    Chiu, Jui-Chang
    [J]. 2018 2ND INTERNATIONAL CONFERENCE ON EDUCATION AND E-LEARNING (ICEEL 2018), 2018, : 191 - 195
  • [27] Enhanced Community Through Augmented Reality: Social Benefits of Pokemon Go
    Lawler-Sagarin, Kimberly A.
    Sagarin, Brad J.
    Pederson, Andrew
    [J]. PSYCHOLOGICAL REPORTS, 2023,
  • [28] Pokemon: Game play as multi-subject learning experience
    Lin, Yu-Hong
    [J]. DIGITEL 2007: THE FIRST IEEE INTERNATIONAL WORKSHOP ON DIGITAL GAME AND INTELLIGENT TOY ENHANCED LEARNING, PROCEEDINGS, 2007, : 182 - 184
  • [29] COMPUTER GAMES ON THE GO Pokemon Go wasn't the first video game that could lead you around
    Teska, Kirk
    [J]. MECHANICAL ENGINEERING, 2017, 139 (09): : 16 - 16
  • [30] Learning on graphs in the game of Go
    Graepel, T
    Goutrié, M
    Krüger, M
    Herbrich, R
    [J]. ARTIFICIAL NEURAL NETWORKS-ICANN 2001, PROCEEDINGS, 2001, 2130 : 347 - 352