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Pokemon Go – Fact Sheet
GCSE Media Studies – Set Product Fact Sheet Pokémon Go GCSE Media Studies – Set Product Fact Sheet Pokémon Go Component 1: Exploring Media and convergence: Industries and Audiences • For an industry to survive over forty years, it has to constantly evolve and serve the needs Focus Areas: of its audiences. The video games industry Media Industries has done just that. By 2010, virtual reality and Audiences augmented reality were emerging as major Media Contexts drivers for game hardware and gameplay development. There was also a huge rise in PRODUCT CONTEXT casual gaming through mobile devices. • Produced by Niantic and in collaboration with • In 2016, the mobile gaming market was Nintendo, Pokémon Go is an augmented reality estimated to have taken $38 billion in revenue. video game for iOS and Android devices. This is where Pokémon Go stepped in. • Using the same technology as Google Maps, Pokémon Go relies on players’ GPS to allow Consider the Pokémon franchise: them to locate, capture, battle and train virtual • Pokémon is a media franchise that started in creatures called Pokémon in the real world. 1995 and the trademark is owned by Nintendo. • Pokémon Go had an extended launch, • The franchise began as a pair of video games being released in Australia, New Zealand for the Gameboy yet now spans video games, and the United States first on July 6th trading card games, animated TV shows 2016, and then in other countries (e.g. and movies, comics, books and toys. South Korea in January 2017). • It is the second best-selling video game • The game is free to download and play but franchise behind Mario and is one of the there is the possibility to spend real money highest grossing media franchises of all time. -
Analisis Netiket Konten Youtube Di Masa Pandemi Covid-19
Jurnal Penelitian Komunikasi Vol. 24 No. 1, Juli 2020: 45-58 ISSN: 1410-8291 | e-ISSN: 2460-0172 | http://bppkibandung.id/index.php/jpk ANALISIS NETIKET KONTEN YOUTUBE DI MASA PANDEMI COVID-19 Christiany Juditha Balai Pengembangan SDM dan Penelitian Komunikasi dan Informatika Manado Kementerian Komunikasi dan Informatika RI Jl. Pumorrow 76 Manado, Sulawesi Utara, Indonesia, 95126 No. Telp: 0431-847129 E-mail: [email protected] Naskah diterima pada tanggal 2 Juli 2020, direvisi tanggal 18 Januari 2021, disetujui tanggal 23 Januari 2021 NETIQUETTE ANALYSIS OF YOUTUBE CONTENT IN THE COVID-19 PANDEMIC Abstract. The rise of videos on YouTube channels which content is viral yet insensitive to the current condition of the Covid-19 pandemic shows that ethical issues in creative content are becoming serious problems. The purpose of this study is to examine the issue of netiquette during the Covid-19 pandemic in YouTube content. This research used the qualitative content analysis method. The results concluded that a prank video, which showed the distribution of groceries containing trash and stones by Ferdian Paleka and the video of Indira Kalistha, who were reluctant to follow the procedures for preventing Covid-19, had very little ethics and did not educate the public. Both YouTubers also did not realize that they had the power to influence their many followers using their content. Prank videos made mainly by content creators are considered a kind of creativity to meet the audience's desire for entertainment. Moreover, fierce competition between creators cannot be avoided; hence ethics is ruled out sometimes, and they merely intended to gain more subscribers. -
A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go
A player engagement model for an augmented reality game: a case of Pokémon Go Author Pyae, Aung, Potter, Leigh Ellen Published 2016 Conference Title PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016) Version Accepted Manuscript (AM) DOI https://doi.org/10.1145/3010915.3010960 Copyright Statement © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. Downloaded from http://hdl.handle.net/10072/124170 Griffith Research Online https://research-repository.griffith.edu.au © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer- Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go Aung Pyae Leigh Ellen Potter Griffith University Griffith University 170 Kessels Rd, Nathan, QLD, Australia 170 Kessels Rd, Nathan, QLD, Australia [email protected] [email protected] ABSTRACT game industry (Molla and Lepetit, 2010). There are a In this paper, we discuss players’ engagement in playing number of well-received commercial AR games such as Augmented Reality (AR) games. We present four Niantic’s Ingress, Zombies, Run!, Microsoft HoloLens concepts in playing AR games including: ‘Player’, ‘Play’, games, and Nintendo’s 3DS games. -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
Disruptive Behaviors Within Ingress. (Under the Direction of Dr
ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance. -
Univerzita Karlova V Praze
Univerzita Karlova Pedagogická fakulta Katedra Výtvarné výchovy BAKALÁŘSKÁ PRÁCE Vliv Minecraftu na dětskou kresbu v předškolním věku Influence of Minecraft to preschool children’s drawing Jan Bochňák Vedoucí práce: Mgr. Magdalena Novotná, Ph.D. Studijní program: Specializace v pedagogice Studijní obor: Učitelství pro mateřské školy 2019 Odevzdáním této bakalářské práce na téma Vliv Minecraftu na dětskou kresbu v předškolním věku potvrzuji, že jsem ji vypracoval pod vedením vedoucího práce samostatně za použití v práci uvedených pramenů a literatury. Dále potvrzuji, že tato práce nebyla využita k získání jiného nebo stejného titulu. Praha 11. 7. 2019 Chtěl bych poděkovat paní Mgr. Magdaléně Novotné Ph.D. za její vstřícné a odborné vedení této bakalářské práce a za čas který mi věnovala. ABSTRAKT Bakalářská práce si klade za cíl prozkoumat, jaký vliv má Minecraft na dětskou kresbu v předškolním věku. V první části seznámím čtenáře s některými principy hry, které je důležité si uvědomovat ve vztahu k obsahu výzkumu. Taktéž stručně nastíním charakteristiky vývoje dětské kresby podle několika autorů. V praktické části prezentuji výsledky případové studie. Pomocí získaných dat identifikuji a analyzuji jednotlivé atypické projevy tohoto fenoménu v dětské kresbě a porovnávám je s teoretickými základy položenými v první části práce. KLÍČOVÁ SLOVA Minecraft, dětská kresba, případová studie, počítačová hra, výtvarné činnosti ABSTRACT The aim of this bachelor thesis is to examine the influence of Minecraft to drawing of preschool children. In the first part I will introduce some basic mechanics of the game, which are important in relation to content of research. I will also briefly outline characteristic development of child’s drawing skills according to some authors. -
Být V Obraze 2 Mediální Vzdělávání S Využitím Audiovizuálních Prostředků
BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Náklady na publikaci byly hrazeny z projektu CZ.07.4.68/0.0/0.0/16_037/0000347. WEB JEDEN SVĚT NA ŠKOLÁCH Člověk v tísni, o. p. s. Šafaříkova 24, 120 00 Praha 2 www.jsns.cz Koncept: Karel Strachota Autoři: Jakub Macek, Věra Motyčková, Anna Pacovská, Karel Strachota, Kateřina Šafářová, Jaroslav Valůch Na přípravě publikace se dále podíleli: Kryštof Doležal, Michaela Ďurková, Tereza Freidingerová, Sufian Massalema, Tereza Pelechová, Ester Pěkná, Adam Široký, Sandra Telenská, Vlasta Urbanová Odborný posudek: Tomáš Trampota, Markéta Zezulková Editorka: Kateřina Čížková Jazyková úprava: Soňa Čapková, Pavla Kučerová, Veronika Skalecká Grafická úprava a sazba: Mowshe >o< Rok vydání: 2019 © Člověk v tísni, o. p. s. Všechna práva vyhrazena ISBN: 978-80-7591-012-7 BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Jeden svět na školách JSNS.CZ OBSAH Slovo úvodem 5 Proměny české mediální krajiny a jejich dopady na naše životy 6 1. METODIKA 12 1.1 Základy práce s dokumentárním filmem 12 1.2 Základy posuzování důvěryhodnosti mediálních sdělení – koncept 5 klíčových otázek 25 2. AUDIOVIZUÁLNÍ LEKCE DO VÝUKY 26 2.1 Kdo? 30 2.1.1 Kovyho mediální ring – 1. díl: KDO? 12 + ......................................................................................................................... 31 2.1.2 Zpravodajství – Mimořádná zpráva 13 + ......................................................................................................................... 41 -
Steve Peters Resume
STEVE PETERS Immersive Experience Designer | Creative Director | Consultant # (818) 422-4898 _ [email protected] > stevepeters.org + Culver City, CA SUMMARY LIFE PHILOSOPHY Emmy-winning Immersive Experience Designer, Creative "If you're really smart, you'll hide a Director, Audio Producer/Director, Storyteller and Game/Puzzle puzzle in your resume!" Designer, with extensive experience in leading creative teams, Alan Turing game design, AR/VR, location-based games, theme park installations, escape rooms, podcast production, Alternate RECENT CLIENTS Reality Games, buzz and viral marketing techniques, production, and physical installations/events. Amazon Studios With a phenomenology-based, user-first philosophy in creative Walt Disney Imagineering R&D direction and experience design, my goal is for the user experience to transcend all aspects of a project’s design and Paramount Pictures execution. Because if it's not fun, then what's the point? Niantic JOB HISTORY Google Co-Founder/Chief Creative Ocer Legendary Entertainment No Mimes Media ~ 2009 - Present + Los Angeles, CA Bank of America/Merrill Lynch Asia Immersive Media Company - Creatively oversee and design all of the immersive experiences for No The GO Game Mimes Media clients. Lone Shark Games Lead Experience Designer Niantic Labs at Google ~ 2015 - 2015 + Venice, CA LANGUAGES The Makers of Pokemon Go, Niantic leads the industry in location-based gaming. - Led a team of immersive and game designers in creating content, video, English Native mobile app integration, narrative design elements, puzzles and live player events for the ARG Endgame: Ancient Truth. Japanese Intermediate - Worked alongside the Ingress team, helping to develop content and live- event gameplay. IN MY WHEELHOUSE VP of Experience Design Fourth Wall Studios ~ 2011 - 2014 + Culver City, CA TV Theme Songs Interactive Video platform and content production - Taking a short leave from No Mimes Media, was Executive in charge of Fourth Wall Studios’ Experience Design team. -
Social Media's Star Power: the New Celebrities and Influencers
Social Media’s Star Power: The New Celebrities and Influencers Stuart A. Kallen San Diego,3 CA ® © 2021 ReferencePoint Press, Inc. Printed in the United States For more information, contact: ReferencePoint Press, Inc. PO Box 27779 San Diego, CA 92198 www.ReferencePointPress.com ALL RIGHTS RESERVED. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, web distribution, or information storage retrieval systems—without the written permission of the publisher. LIBRARY OF CONGRESS CATALOGING- IN- PUBLICATION DATA Names: Kallen, Stuart A., 1955- author. Title: Social media’s star power : the new celebrities and influencers / by Stuart A. Kallen. Description: San Diego, CA : ReferencePoint Press, [2021] | Includes bibliographical references and index. Identifiers: LCCN 2020012340 (print) | LCCN 2020012341 (ebook) | ISBN 9781682829318 (library binding) | ISBN 9781682829325 (ebook) Subjects: LCSH: Social media--Juvenile literature. | Internet personalities--Juvenile literature. | Social influence--Juvenile literature. Classification: LCC HM742 .K35 2021 (print) | LCC HM742 (ebook) | DDC 302.23/1--dc23 LC record available at https://lccn.loc.gov/2020012340 LC ebook record available at https://lccn.loc.gov/2020012341 Contents Introduction 6 The New Entertainment Chapter One 10 Billions of Hits, Millions of Dollars Chapter Two 24 Mainstream Social Media Superstars Chapter Three 38 Reality Check Chapter Four 52 Profi ting from Bad Advice Source Notes 66 For Further Research 70 Index 73 Picture Credits 79 About the Author 80 5 Chapter One Billions of Hits, Millions of Dollars After her photos were posted to Reddit in 2012, she became an instant internet celebrity. -
Law, Virtual Reality, and Augmented Reality
UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved). -
Ethical Issues
ETHICAL IMPLICATIONS OF EMERGING MIXED REALITY TECHNOLOGIES Marcus Carter and Ben Egliston Socio-Tech Futures Lab Published June 2020 by the Socio-Tech Futures Lab and Department of Media and Communication, Faculty of Arts and Social Sciences, the University of Sydney NSW 2006 Australia. © Marcus Carter and Ben Egliston The authors expressly allow reproduction and dissemination of this document for non- commercial purposes pursuant to the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Australia (CC BY-NC-ND 3.0 AU). For further details see https://creativecommons.org/licenses/ by-nc-nd/3.0/au/ The Ethics of Emerging Mixed Realities project is partly funded by the Socio-Tech Futures Lab, a flagship research theme of the Faculty of Arts and Social Sciences. For more information on the Socio-Tech Futures Lab see: https://www.sydney. edu.au/arts/our-research/futurefix/socio-tech- futures-lab.html This report is available via the Sydney eScholarship https://ses.library.usyd.edu.au/handle/2123/22485 Repository, and can be downloaded from https://doi.org/10.25910/5ee2f9608ec4d (DOI: 10.25910/5ee2f9608ec4d) CONTENTS ABSTRACT 2 NOTES ON AUTHORS 3 ACKNOWLEDGEMENTS 4 INTRODUCTION 5 Definitions 5 ETHICAL FRAMEWORKS FOR VR AND AR 7 EXPECTATIONS OF PRIVACY IN PUBLIC SPACE 8 ACCESSIBILITY, INCLUSIVITY AND EXCLUSION 12 SURVEILLANCE AND PLATFORM POWER 17 THE MILITARY-ENTERTAINMENT COMPLEX 21 EMPATHY 25 WORK 27 APPENDIX 30 Methodology 30 REFERENCES 31 1 ABSTRACT Virtual and Augmented Reality technologies are increasingly finding foothold in culture and society. As these technologies stake out an increasingly large space in areas like entertainment, work, health and communication, it is important that we are equipped to think lucidly about both their benefits and their drawbacks. -
Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning
education sciences Article “Helping Nemo!”—Using Augmented Reality and Alternate Reality Games in the Context of Universal Design for Learning Nayia Stylianidou 1,*, Angelos Sofianidis 2,*, Elpiniki Manoli 3 and Maria Meletiou-Mavrotheris 1 1 Department of Education Sciences, European University Cyprus, 2404 Nicosia, Cyprus; [email protected] 2 Department of Physics, Aristotle University of Thessaloniki, 54124 Thessaloniki, Greece 3 Cyprus Ministry of Education, Culture, Sport and Youth, 1434 Nicosia, Cyprus; [email protected] * Correspondence: [email protected] (N.S.); asofi[email protected] (A.S.) Received: 29 February 2020; Accepted: 30 March 2020; Published: 2 April 2020 Abstract: This article reports on the main experiences gained from a teaching intervention which utilised the alternate reality game ‘Helping Nemo’ in an augmented reality environment for formative assessment. The purpose of the study was to explore the ways in which the affordances arising from the combination of alternate reality games and augmented reality, situated in the context of Universal Design for Learning, might facilitate students’ learning amongst the aspects of engagement, participation, and response to students’ variability. The study took place in a public primary school located in a rural area of Cyprus. A second-grade class consisting of 24 students aged 7–8 years old was selected to comprise the sample. A qualitative research approach was adopted. The data collection methods included classroom observations and focus groups with the students. Findings gained from the teaching intervention suggest that the creation of a multimodal environment that draws on the principles of Universal Design for Learning and combines the affordances of alternate reality games and augmented reality for formative assessment contributes towards higher levels of engagement and participation in learning of all students, including bilingual students, students with learning disabilities, and students who are currently disengaged.