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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.
1

Gotta catch them all : En kvalitativ studie om sociala aspekter av Pokémon Go

Vaarala, Marco, Pettersson, Matilda January 2017 (has links)
Mobilapplikationen Pokémon Go lanserades sommaren 2016 och fick snabbt global spridning. Tidigare forskning om Pokémon Go visar att spelet har ett positivt inflytande både på fysisk och psykisk hälsa, genom att spelare rör på sig mer och att människor med social ångest tar sig ut. Det finns en lucka i den tidigare forskningen gällande den sociala aspekten och syftet med denna uppsats har därför varit att undersöka i vilken mån Pokémon Go bidrar till interaktion mellan spelare från ett socialpsykologiskt perspektiv. Vi var även intresserade av att ta reda på vilka andra aspekter av spelet som har betydelse, det vill säga vad som motiverar spelare att spela samt vilken mening Pokémon Go har för dem. Uppsatsen grundar sig på nio kvalitativa intervjuer och en deltagande observation. Vi har kodat materialet med kopplingar till teorier inom symbolisk interaktionism och analysen har grundat sig på Goffmans sociala ordning, Simmels socialitet, Meads lek och spel samt Blumers teoretisering av meningsskapande. Resultatet visar att interaktionen via Pokémon Go är en väsentlig del av spelet, då spelare emellan kan känna gemenskap och samarbete, men även att Pokémon Go blivit en alternativ umgängesform. Det tycks även finnas olika aspekter i och med Pokémon Go som motiverar spelare att spela, allt från träning till tävling. Således har även Pokémon Go olika mening för våra informanter baserat på deras orsaker till att spela.
2

Kartläggning av risker med Pokémon GO

Thorsson Högfeldt, Veronika January 2018 (has links)
Pokémon GO is a popular but relatively new mobile game that came out in the summer of 2016. The idea of the game is to get the players to get outside and get about. It can be seen as positive with fresh air and exercise, but research shows that pedestrians using mobiles in traffic, for example, have a more risky behavior. Therefore, mobile users are exposed to risks such as stumble and damaging their feet or getting hit by cars. This study is a questionnaire with the purpose to survey the risks associated with playing Pokémon GO. The result shows that the players often visit or pass improper places as well as being distracted by the mobile phone and not paying full attention to their surroundings, which can for example lead to collision, There are also other risks, such as some are playing while driving a car or a bicycle, and being exposed to theft when the phone is held in the hand. / Pokémon Go är ett populärt men relativt nytt mobilspel som kom ut sommaren 2016. Idén med spelet är att få spelarna att komma ut och röra på sig. Det kan ses som positivt medfrisk luft och motion men forskning visar att fotgängare som använder mobiler i bland annat trafiken har ett mer riskfyllt beteende. Mobilanvändare utsätts därför för en del risker så som att trampa fel och skada fötterna eller bli påkörda.Denna studie är en enkätundersökning medsyftet att kartlägga de risker som finns vid spel med Pokémon GO. Resultatet visar att spelarna ofta besöker eller passerar olämpliga platser samt blir distraherade av mobilen och inte har full uppmärksamhet på sin omgivning vilket exempelvis kan leda till kollision. Det finns även andra risker, som att vissa spelar medan de kör bil eller cyklar samt att bli utsatt för stöld när mobilen hålls i handen.
3

När verkligheten är en del av spelet : En kvalitativ studie om spelet Pokémon Go's framgång

Åström, Isabelle January 2017 (has links)
I juni 2016 var det svårt att undgå den trendvåg som passerade. Spelet Pokémon Go laddades ned så pass många gånger att det skulle kunna motsvara 1,3 procent av jordens befolkning. Olika åldrar tycktes intressera sig för spelet som kan beskrivas som ett fenomen. Till grund för denna studie ligger därför frågeställningen; Vad har spelet Pokémon Go som tilltalar användarna i så hög utsträckning? Studien är genomförd med nio enskilda djupintervjuer gjorda med respondenter i åldrarna 17-60 år där man med hjälp av teorier analyserat de svar man fått in om fenomenet. Urvalet har skett genom ett snöbollsurval där gemensamt för respondenterna är att alla spelar eller har spelat Pokémon Go. De teorier och begrepp som använts i studien är: Augmented reality, Immersion, A theory of Fun av Raph Koster och termen Nostalgi i medier. Som resultat har man kommit fram till att kombinationen gammalt möter nytt tycks tilltala. Spelet i sig inte är inte nytt för användarna då det påminner om andra Pokémonspel och även TV-serien Pokémon. Spelet blir på detta sätt lättare att ta till sig eftersom man vet vad det går ut på. Man där emot blir positivt överraskad av spelets nya och unika teknik. Spelet har hög immersion (uppslukande effekt) delvis på grund av att det är uppbyggt på verkligheten. I samband med att man kan spela med sina vänner skapar spelet tillfälle att jämföra och tävla med sina vänner. Något man gör även när man inte spelar, vilket talar för att man aldrig riktigt släpper spelet. Spelet skapar en känsla av att man gjort någonting bra genom att man rört sig och stöttat ett spel som är bra för stillasittande och barn. Med hjälp av tidigare forskning och spelteori kan man se att Pokémon Go är ett spel med noga uträknade komponenter som alla bidrar till en tämligen ultimat spelupplevelse hos användaren. En upplevelse som beskrivits meditativ och som blivit en del av vardagen hos användaren. Jag hoppas med denna studie kunna ge en större förståelse kring spelets enorma framgång men också kunna öppna upp för nya intressanta vägar att studera spelet på.
4

Análise do ambiente do Pokémon Go considerando a arquitetura da informação pervasiva

Bezerra, Irvin Soares 16 June 2017 (has links)
Submitted by FABIANA DA SILVA FRANÇA (fabiana21franca@gmail.com) on 2017-11-23T18:20:51Z No. of bitstreams: 1 ArquivoTotal.pdf: 6700823 bytes, checksum: d1890d49777f7d1a16f60047d28d4718 (MD5) / Made available in DSpace on 2017-11-23T18:20:51Z (GMT). No. of bitstreams: 1 ArquivoTotal.pdf: 6700823 bytes, checksum: d1890d49777f7d1a16f60047d28d4718 (MD5) Previous issue date: 2017-06-16 / In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the Pokémon GO application, considering the Architecture of Pervasive Information, when the motivation of the use of this theme was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge Success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati (2011) were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself. / Na Ciência da Informação pesquisas relacionadas com a utilização da informação vêm sendo desenvolvidas com influência da informática e telecomunicações. O seu desenvolvimento foi mais acelerado no período pós-industrial em que a sociedade começou a produzir uma elevada quantidade de informações. No século XXI, o acesso à informação por meio do uso da internet por meio dos smartphones tornou-se algo ao alcance da população, proporcionando um aumento da comunicação. Diante desta temática, o presente trabalho teve como objetivo analisar o aplicativo Pokémon GO, considerando a Arquitetura da Informação Pervasiva em que a motivação da utilização desta temática foi o recente lançamento de aplicativos para smartphones que utilizam ambientes pervasivos, destacando o jogo que se tornou um enorme sucesso de downloads e trouxe uma grande inovação na forma de jogar. Para realização desta pesquisa, adotou-se a metodologia de pesquisa participante, na qual o usuário-pesquisador interage diretamente com o objeto pesquisado. Os dados coletados foram analisados de forma qualitativa. Ao utilizar o ambiente do jogo e avaliar a interação pervasiva apresentada no limiar entre o ambiente físico e digital foram consideradas as heurísticas descritas por Resmini e Rosati (2011). Na utilização do jogo foram explorados os ambientes físicos presentes na cidade de João Pessoa, além dos momentos de interação. Nos resultados discutiuse a aderência às heurísticas propostas e estas foram pontuadas como Presente, Parcialmente Presente e Não Presente. Por fim, os dados foram analisados, sugerindo-se melhorias tanto para o jogo, considerando a Arquitetura da Informação Pervasiva, como para o próprio ambiente.
5

Player perceptions of Pokémon Go / Spelares uppfattning om Pokémon Go

Palmestedt, Bill January 2017 (has links)
In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for might be related to the pervasive nature of the game.
6

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.
7

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.
8

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.
9

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.
10

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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