Most of the discussion about Pokémon Go has focused on the end-user and the playful nature of the game. Experts have mentioned the game’s commercialism, but they have done so mostly by talking about the data collection practices of the app developers. This commentary piece takes a different approach by examining how businesses have used Pokémon Go’s “lures” to attract foot traffic. The main goal of the article is to show how the ludic, digital wayfaring of location-based games can be used by individual places to attract players. While the focus is on business owners, I will also address how game mechanics could also be used to encourage prosocial behaviors such as voting (in noncompulsory voting countries)
With the increasing popularity of mobile video games, game designers and developers are starting to ...
In the digital age, while people generally benefit from this, they also face some health issues due ...
Location based games have seen the translation of popular boardgames into mixed reality settings thr...
Most of the discussion about Pokémon Go has focused on the end-user and the playful nature of the ga...
Location-based games (LBGs) on smart mobile phones are challenging people\u27s conceptions of public...
Mobile media audiences are a central part of understanding audiences in a digital world. In this cha...
In order to better understand the effectiveness of location-based mobile games in shaping user behav...
Upon release, Pokémon Go, an augmented reality technology based game garnered tremendous interest in...
This paper investigates players experience of the augmented reality game Pokémon Go in relation to v...
This study aims to understand the impacts of Pokémon GO, a popular location-based augmented reality ...
Abstract Pokémon Go, a location-based game that uses augmented reality techniques, received unpreced...
Pokémon GO hit the world with a bang in the summer of 2016 and has since then set new records regard...
© 2015 Dr. Dale Brendon LeorkeLocation-based games emerged in the early 2000s during a period when a...
The boardgame of Monopoly has undergone various iterations since it was first published in 1934. Ver...
Peripatetic group learning has a long history that dates back to the walking sessions that Plato and...
With the increasing popularity of mobile video games, game designers and developers are starting to ...
In the digital age, while people generally benefit from this, they also face some health issues due ...
Location based games have seen the translation of popular boardgames into mixed reality settings thr...
Most of the discussion about Pokémon Go has focused on the end-user and the playful nature of the ga...
Location-based games (LBGs) on smart mobile phones are challenging people\u27s conceptions of public...
Mobile media audiences are a central part of understanding audiences in a digital world. In this cha...
In order to better understand the effectiveness of location-based mobile games in shaping user behav...
Upon release, Pokémon Go, an augmented reality technology based game garnered tremendous interest in...
This paper investigates players experience of the augmented reality game Pokémon Go in relation to v...
This study aims to understand the impacts of Pokémon GO, a popular location-based augmented reality ...
Abstract Pokémon Go, a location-based game that uses augmented reality techniques, received unpreced...
Pokémon GO hit the world with a bang in the summer of 2016 and has since then set new records regard...
© 2015 Dr. Dale Brendon LeorkeLocation-based games emerged in the early 2000s during a period when a...
The boardgame of Monopoly has undergone various iterations since it was first published in 1934. Ver...
Peripatetic group learning has a long history that dates back to the walking sessions that Plato and...
With the increasing popularity of mobile video games, game designers and developers are starting to ...
In the digital age, while people generally benefit from this, they also face some health issues due ...
Location based games have seen the translation of popular boardgames into mixed reality settings thr...