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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Klara, färdiga, Pokémon Go! En studie kring användarnas attityd kring fysisk aktivitet och sociala interaktioner med Augmented Reality spelet Pokémon Go

Lam, Jenny January 2017 (has links)
AR-spelet Pokémon Go har spridits i världen runt om och även gjort en stor succé sen det först lanserades sommaren 2016. Målet med spelet var att få användarna att vilja utforska världen mer, förbättra den sociala interaktionen och öka den fysiska aktiviteten. Detta leder till syftet för denna studie att studera användarnas attityder kring sociala interaktionen och fysiska aktiviteten med AR-spelet Pokémon Go. Syftet är att få en bättre förståelse kring attityderna. Denna studie utfördes med mixed methods. En kvantitativ enkätundersökning genomfördes för att först ge en överblick över användningen för Pokémon Go; totalt 62 respondenter svarade. 6 kvalitativa intervjuer med 6 utvalda respondenter från enkätundersökningen var en komplettering till den kvantitativa metoden för att få en bättre förståelse. Resultatet från det empiriska materialet i jämförelse med den tidigare forskningen visade att användarna hade en positiv syn på AR och Pokémon Go, dock fanns det användare som var skeptiska då spelet och AR enligt dem kunde kännas krävande och innebära fara. Attityden kring den sociala interaktionen och AR var både positiv och negativ då användarna ansåg att AR kan ge stöd för den sociala interaktionen, men att ett möte med främlingar kan vara riskfyllt. Resultatet visar även att majoriteten av användarna känner att AR och fysisk aktivitet är en positiv koppling då det kan vara en motivation till att vara mer fysiskt aktiv. / The AR-game Pokémon Go has spread worldwide and has also made a huge success since it first launched in the summer 2016. The goals of the game were to make the users wanting to explore the world more, improve the social interaction among them and increase the physical activity. This leads to the aim of this paper to study the users’ attitudes towards the social interaction and physical activity with the AR-game Pokémon Go. The purpose is to get a better understanding of the attitudes. This paper was conducted by using mixed method. A quantitative survey was first conducted to get an overview of the usage of Pokémon Go; 62 respondents responded it. The 6 qualitative interviews with 6 selected respondents were a supplement to the survey to get a better understanding of the attitudes. The results of the empirical material in comparison to previous research showed that the users mostly have a positive attitude towards AR and Pokémon Go, but there were users who were skeptical because according to them the game and AR could be demanding and could mean danger. The attitude towards social interaction and AR were both positive and negative because the users find that AR can support the social interaction, but a meeting with strangers can be unsafe. The results shows that the majority of the users feels that AR and physical activity is positive connection as it can be a motivation for being more physically active.
12

Pokémon Go - En ny syn på aktivitet

Löfgren, Louise, Perdomo de Pietro, Martina January 2017 (has links)
Syftet med denna studie är att beskriva barn och föräldrars upplevelse av att spela PokémonGo, samt att redogöra vilka komponenter som motiverar till fysisk aktivitet. Genom enkvalitativ metod med latent ansats utfördes fyra stycken intervjuer med hälsopromotion ifokus. Urvalet av informanter varierade i ålder 7-12 år och var av båda könen samt minst endeltagande förälder. Dataanalysen tillät oss att göra en latent tolkning genom eninnehållsanalys vilket resulterade i följande huvudtema: Pokémon Go bidrar till ökad fysiskaktivitet samt gemenskap med vänner och familj. Resultatet visade att informanterna genomPokémon Go skapat en ny attityd gentemot fysisk aktivitet och att Pokémon Go som appöppnat upp möjligheten till gemenskap och att fysisk aktivitet är roligt. Vi hoppas att meddenna studie kunna bidra till framtida forskning för att integrera interaktiva appar såsomPokémon Go som visat positiva effekter på ungas fysiska aktivitet och hälsa. / The purpose of this study is to describe children and parents experience of playing PokémonGo, as well as explaining what components motivate to physical activity. Through aqualitative approach, four interviews were conducted with health promotion in focus. Theselection of informants varied between the ages of 7-12 and was of both sexes and at least oneparent. Data analysis allowed us to make a latent interpretation through a content analysiswhich resulted in the following main themes: Pokémon Go contributes to increased physicalactivity and community with friends and family. The result showed that the Pokémon Goinformants created a new attitude towards physical activity and that Pokémon Go as appopened up the possibility of community and physical activity is fun. We hope that this studywill contribute to future research to integrate interactive apps such as Pokémon Go, whichshowed positive effects on young people's physical activity and health.
13

Do Privacy Concerns Matter in Adoption of Location-based Smartphone Applications for Entertainment Purposes : A Study Among University Students in Sweden

Blagodárný, David January 2017 (has links)
Adoption of location-based services (LBS) was for a long time below expectations, and most of the studies attribute it to privacy concerns of users. However, many new LBS applications are currently among the most downloaded application for smartphones, particularly entertainment applications. Therefore, this research aims to find out whether privacy concerns still matter to users and to explore the role of the privacy in the adoption of LBS entertaining applications. The adopted methodology is qualitative research and data are collected through interviews and additional information from the smartphones ofparticipants. Ten individuals among university students at Linnaeus University in Sweden are selected for this research, and this sample choice is per their experience with two selected LBS entertaining applications, Pokémon Go and Tinder. As a result, six themes have been recognized to answer the research questions. Low privacy concerns about location information, especially in entertainment applications with negligible effect on adoption have been identified. However, author of this research suggests, that developers of LBS entertaining applications should care for retaining their credibility because it can have an impact on the adoption of their LBS services.
14

Pokémon GO and the city : How Pokémon GO players in Uppsala use, experience and connect to the city

Cizinsky, Stefan January 2020 (has links)
Pokémon GO hit the world with a bang in the summer of 2016 and has since then set new records regarding revenue on multiple occasions. It has been researched extensively, although first and foremost from a HCI (human-computer interactions) and healthcare/public health perspective. In particular, studies approaching the phenomenon from a human geography and urban planning perspective have been very limited. This study therefore takes an inductive and exploratory approach and explores the ways in which Pokémon GO influences how players use and experience the city and how urban planners can use Pokémon GO in their work. To do this, nine interviews were conducted, six with currently active players and three with completely new players. A number of different themes emerged from the interviews and was subsequently used to structure the results. Physical activity, social interactions and benefits and exploration and discovery were the most prominent themes and also the most frequently mentioned reasons why players enjoy the game. Finally the findings are discussed in relation to planning with a focus on participatory planning practices but also in more general terms regarding urban and spatial planning.
15

Beyond the hype : A study of non-user perspectives

Alnebo, Carl, Svensson, Christoffer January 2017 (has links)
Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?   The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.   The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.

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