The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
The popularity of video games such as Pokmon has led to victory prediction receiving increasing attention from researchers and the eSports industry.This study used a dataset containing a variety of Pokmon attributes (including type, attack, defence, speed, and special abilities) and machine learning algorithms such as logistic regression, K-nearest neighbors, neural networks, and decision trees, to predict the outcome of battles based on these attributes and to provide insights into the complex dynamics of Pokmon battles.The results of the study show that the neural network and decision tree outperformed the others, with speed, attack power, and character-type relationships being the most important factors in determining victory or defeat.The models were 95% accurate, highlighting their potential role in shaping strategic decisions in games.In addition to proving the models' effectiveness, this work advances the field of predictive game analysis by emphasizing the crucial strategic components of winning Pokmon battles.
Metaverse is invading the educational sector and will change human-computer interaction techniques. Prominent technology executives are developing novel ways to turn the Metaverse into a learning environment, considering the rapid growth of technology. Since the COVID-19 outbreak, people have grown accustomed to teleworking, telemedicine, and numerous other forms of distance interaction. Recently, the Metaverse has been the focus of many educators. With Facebook's statement that it was rebranding and promoting itself as Meta, this field saw a surge in interest in the areas of computer science and education. There is a literature gap in studying the Metaverse's role in education. This article is a systematic review following the PRISMA framework that reviews the role of the Metaverse in education to shrink the literature gap. It presents various educational uses to aid future research in this field. Additionally, it demonstrates how enabling technologies like extended reality (XR) and the internet of everything (IoE) will significantly impact educational services in the Metaverses of the future of teaching and learning. The article also outlines key challenges, ethical issues, and potential threats to using the Metaverse for education to offer a road map for future research that will investigate how the Metaverse will improve learning and teaching experiences.
Abstract The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the best of our knowledge focused on systematically summarizing the finding related to the Metaverse in education. To cover this gap, this study conducts a systematic literature review of the Metaverse in education. It then applies both content and bibliometric analysis to reveal the research trends, focus, and limitations of this research topic. The obtained findings reveal the research gap in lifelogging applications in educational Metaverse. The findings also show that the design of Metaverse in education has evolved over generations, where generation Z is more targeted with artificial intelligence technologies compared to generation X or Y. In terms of learning scenarios, there have been very few studies focusing on mobile learning, hybrid learning, and micro learning. Additionally, no study focused on using the Metaverse in education for students with disabilities. The findings of this study provide a roadmap of future research directions to be taken into consideration and investigated to enhance the adoption of the Metaverse in education worldwide, as well as to enhance the learning and teaching experiences in the Metaverse.
Este estudo exploratrio analisa o comportamento dos usurios brasileiros do aplicativo Pokmon GO no Twitter ao tornarem pblicas suas experincias relativas ao jogo, bem como suas experincias de consumo ao capturarem Pokmons. A coleta de dados ocorreu em duas fases. Na primeira fase usou-se a ferramenta online Netlytic para monitorar o hashtag #PokemonGo no Twitter, tendo mais de 262 mil posts no mundo - o que evidenciou a necessidade de um recorte para o contexto brasileiro atravs de hashtags relacionados ao Brasil (532 posts). Na segunda fase trabalhou-se com a Netnografia em uma comunidade de fs do jogo (Pokmon GO RJ). Os resultados destacam que: (i) foram identificadas sete categorias relacionadas experincia do usurio a partir dos dados do Twitter; (ii) paras os fs do jogo, a captura de Pokmons muitas vezes est associada ao consumo de alimentos e bebidas - o que demonstra que a experincia mais ampla do que apenas usar o aplicativo; (iii) jogadores(as) formam grupos para capturarem personagens e consomem juntos; (iv) os fs do jogo entendem que empresas (principalmente de alimentos e bebidas) usam a Poke Shop como estratgia para atrair clientes; e (v) parece haver um dinamizao do comrcio (formal e informal) nas regies onde existem Pokmons. A apresentao da ferramenta Netlytic neste estudo apresenta implicaes gerenciais, bem como possvel impacto nos estudos em Marketing relacionados ao monitoramento de redes sociais virtuais, justificando assim a relevncia deste estudo.
Abstract Generation Z is transforming tourism by demanding the cocreation of transformative experiences. Cultural heritage professionals must comprehend the needs and desires of the Gen Z to support the cocreation of transformative experiences. This study analysed the role of Mixed Reality (MR) from the perspective of Gen Z guests through 18 semi-structured interviews and inductive qualitative research. Participants believe that cultural heritage experiences can benefit from immersive technology. Technology supports cocreation of experiences between developers, service providers, DMOs, and consumers. Cultural heritage sites, as a key element of tourism destinations, should consider how to use MR to enhance consumer experiences. Participants express the opinion that cultural heritage sites and tourism destinations require considerable modernisation to create transformative experiences. Metaverse in tourism and cultural heritage sites will undoubtedly support Gen Z to cocreate transformational experiences.
Virtual Reality (VR) and Augmented Reality (AR) have revolutionized technology and taken the world by storm. They established the foundation for numerous future innovations. Virtual and augmented reality are now widely employed to improve user experiences in various areas. Over time, more and more companies and businesses have begun to use this cutting-edge technology to improve their products and services. Recently, the attention to VR and AR has exploded with the concept “Metaverse” surfacing in mainstream media. Many major companies have already set their goals in motion and are working on building the core of their metaverses. This review paper focuses on explaining the concept of the metaverse, its history, and its associated benefits. Through a survey, it helps understand people’s concerns with the metaverse and how it can impact and affect humans mentally, physically, and psychologically. The analysis of this paper can help humans prepare themselves for what the new technologies have to offer, in addition to assisting companies in building a flawless metaverse.
Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology authored this white paper, exploring new frameworks and models for media literacy.
Augmented reality offers great solutions in learning because most of high school students are familiar with them. Augmented reality-based applications such as the Pokmon Go 3D, or Quiver and HP Reveal can be used effectively in education. Using AR technology, teachers or even students can create content. For example, triggers using the provided website. The triggers can be image or videos, so the AR experience can be customized. In this study, authors first introduce the augmented reality and a specific application, Pokmon Go, then demonstrate the use of AR in education and finally present a survey conducted among students of a higher education in Hungary.
Social media allows people to freely interact with others and offers multiple ways for marketers to reach and engage with consumers. Considering the numerous ways social media affects individuals and businesses alike, in this article, the authors focus on where they believe the future of social media lies when considering marketing-related topics and issues. Drawing on academic research, discussions with industry leaders, and popular discourse, the authors identify nine themes, organized by predicted imminence (i.e., the immediate, near, and far futures), that they believe will meaningfully shape the future of social media through three lenses: consumer, industry, and public policy. Within each theme, the authors describe the digital landscape, present and discuss their predictions, and identify relevant future research directions for academics and practitioners.
Pokmon GO is a free-to-play, location-based, augmented reality game developed by Niantic for iOS and Android devices. The game draws on the familiarity of Nintendo's Pokmon video games, which led to trading card games, animated television shows and movies, comic books, and toys that grew in popularity in the late 1990s and early 2000s. Users in Pokmon GO explore the real world around them in an attempt to catch 'em all. The game quickly grew to over 25 million active daily users in 2016, making it the biggest mobile game in U.S. history. Given that many college and high school students have played the game, this provides a unique opportunity for instructors to use this viral sensation in the classroom to enhance economics education.
The improvement and expansion of higher education have been priorities of our national development in Kenya.Within a span of thirty five years since independence, we have witnessed the creation of five public universities.Several private universities have also been established.In our national universities, more professional programmes have been developed at both undergraduate and postgraduate levels and several departments now offer Ph.D programmes through research.As one of many African countries that have suffered from the effects of colonialism and marginalization, Kenya has made tremendous progress in the field of higher education that should be desired for the wider region, now defined by the Preferential Trade Area (PTA) and the Common Market of East and Southern Africa (COMESA).There has, however, been a constant lack of locally available textbooks for use at both the undergraduate and postgraduate levels.Many departments continue to use imported textbooks at a great price in foreign exchange.Worse still, the teaching staff have to relate material in these texts to our local situation and experiences.With the onset of the third millennium and the ever-growing quest for information, there is a desperate need for people to write books in various areas of specialization that are relevant to our needs.One of the objectives of any institution of higher learning is to conduct research.Research generates new knowledge and information; it extends the frontiers of understanding as we gain new insights into phenomena.There can be no improvement of higher education without sound research.The Kenya Government has encouraged and supported research in our public universities and has gone further to establish independent research institutes in several disciplines.This is testimony to the important role that research plays in the national development of any country.It is with these points in mind that we set about the task of writing a book on research methods.Research methods as a subject cuts across the boundaries of all disciplines.Whether in History, Engineering, Medicine, Education or Literature, a researcher needs the necessary tools to conduct a research study properly.We sincerely believe that Research Methods compliments arid strengthens the philosophy of our system of education by equipping the student or any aspiring researcher with the necessary tools and skills to identify a problem and look for practical solutions in a systematic way.Excellent research skills should also strengthen a person's ability to work, thirik and act independently.In writing this book, we felt a research methods book should be "skill" and "application" oriented.We have therefore tried to discuss thoroughly the necessary skills in research and how such skills should be applied when conducting a research study.This text is intended for people who will either conduct field research.Or who need to rely on literature research.It is therefore suitable for university students at both the undergraduate and graduate levels and for personnel in Government and Non-Governmental Organizations.University teaching staff should also find this book useful as a reference text for their research.The organization of the material in this text follows the format of the research process.Chapters 1 and 2 deal with the definition and purpose of research.Chapters 3-9 deal with the critical, elemen. of the research process.Chapters 10 and 12 deal with types of research while Chapter 11 discusses logistical and ethical issues in research.Finally, research and project proposal development is discussed in Chapter 13.This chapter should be particularly helpful to students who are doing higher degrees and practitioners who may want to develop project proposals.There are review assignments at the .end of each chapter to help in studying and revision.An example of a published journal paper is included in Appendix I.The journal article contains most of the components of a research report as discussed in Chapter 9.While the book lays great emphasis on quantitative research methods, it also gives an introduction to qualitative approaches in Chapter 12. Information on qualitative approaches is also given under various topics throughout the text.
Objetivo: O artigo explora como o uso do jogo Pokmon GO afeta a inteno de compra dos consumidores por meio de respostas originadas dessa experincia de consumo. Mtodo: Foi utilizado mtodo misto com a realizao de duas pesquisas com consumidores do jogo Pokmon GO, uma qualitativa, usando entrevistas semiestruturadas com 15 consumidores, e uma quantitativa, por meio de survey com 377 consumidores. Originalidade/Relevncia: A pesquisa se destaca ao explorar a experincia de consumo de jogos eletrnicos, especialmente em relao s respostas do jogo para o seu consumidor e sobre o impacto dessas respostas na inteno de compra dos jogadores, sobretudo externamente ao jogo. Resultados: Os resultados indicam que existem respostas da experincia de consumo do jogo, como nostalgia e identificao com o grupo. H, ainda, a inteno de compra para casos hipotticos em que empresas ou marcas se associem ao Pokmon GO, fornecendo benefcios aos jogadores. Esses resultados foram corroborados com relaes significativas entre as respostas do uso do jogo e a inteno de compra. Contribuies tericas/metodolgicas: O artigo amplia discusses sobre experincias de consumo e efeitos do uso de jogos nos consumidores. Contribui, tambm, com a literatura sobre o jogo Pokmon GO na explicao de como essas experincias auxiliam na formatao da realidade dos consumidores. Contribuies sociais / para a gesto: O artigo possibilita compreender a relao do consumidor com o consumo do jogo, auxiliando praticantes na construo de estratgias que permitam trazer experincias de consumo valorosas para o consumidor e fomentar o desempenho das empresas.
A new way of thinking about data science and data ethics that is informed by the ideas of intersectional feminism. Today, data science is a form of power. It has been used to expose injustice, improve health outcomes, and topple governments. But it has also been used to discriminate, police, and surveil. This potential for good, on the one hand, and harm, on the other, makes it essential to ask: Data science by whom? Data science for whom? Data science with whose interests in mind? The narratives around big data and data science are overwhelmingly white, male, and techno-heroic. In Data Feminism, Catherine D'Ignazio and Lauren Klein present a new way of thinking about data science and data ethics—one that is informed by intersectional feminist thought. Illustrating data feminism in action, D'Ignazio and Klein show how challenges to the male/female binary can help challenge other hierarchical (and empirically wrong) classification systems. They explain how, for example, an understanding of emotion can expand our ideas about effective data visualization, and how the concept of invisible labor can expose the significant human efforts required by our automated systems. And they show why the data never, ever “speak for themselves.” Data Feminism offers strategies for data scientists seeking to learn how feminism can help them work toward justice, and for feminists who want to focus their efforts on the growing field of data science. But Data Feminism is about much more than gender. It is about power, about who has it and who doesn't, and about how those differentials of power can be challenged and changed. The open access edition of this book was made possible by generous funding from the MIT Libraries.
Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant impacts of authentic experience on cognitive and affective responses, indicating that authentic experience is an important factor in VR tourism. The study identified cognitive and affective responses as significant mediators in predicting attachment and visit intention. The results demonstrated that the intention to visit places shown in VR tourism was influenced by attachment to VR. Cognitive response had a stronger influence than affective response on the intention to visit a destination in VR. This study sheds light on why potential tourists visit destinations shown in VR.
The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power, by Shoshana Zuboff. London: Profile Books, 2019, 704 p.
What does reliability mean for building a grounded theory? What about when writing an auto-ethnography? When is it appropriate to use measures like inter-rater reliability (IRR)? Reliability is a familiar concept in traditional scientific practice, but how, and even whether to establish reliability in qualitative research is an oft-debated question. For researchers in highly interdisciplinary fields like computer-supported cooperative work (CSCW) and human-computer interaction (HCI), the question is particularly complex as collaborators bring diverse epistemologies and training to their research. In this article, we use two approaches to understand reliability in qualitative research. We first investigate and describe local norms in the CSCW and HCI literature, then we combine examples from these findings with guidelines from methods literature to help researchers answer questions like: "should I calculate IRR?" Drawing on a meta-analysis of a representative sample of CSCW and HCI papers from 2016-2018, we find that authors use a variety of approaches to communicate reliability; notably, IRR is rare, occurring in around 1/9 of qualitative papers. We reflect on current practices and propose guidelines for reporting on reliability in qualitative research using IRR as a central example of a form of agreement. The guidelines are designed to generate discussion and orient new CSCW and HCI scholars and reviewers to reliability in qualitative research.
The potential of smartphone apps to improve quality and increase access to mental health care is increasingly clear. Yet even in the current global mental health crisis, real-world uptake of smartphone apps by clinics or consumers remains low. To understand this dichotomy, this paper reviews current challenges surrounding user engagement with mental health smartphone apps. While smartphone engagement metrics and reporting remains heterogeneous in the literature, focusing on themes offers a framework to identify underlying trends. These themes suggest that apps are not designed with service users in mind, do not solve problems users care most about, do not respect privacy, are not seen as trustworthy and are unhelpful in emergencies. Respecting these current issues surrounding mental health app engagement, we propose several solutions and highlight successful examples of mental health apps with high engagement. Further research is necessary to better characterise engagement with mental health apps and identify best practices for design, testing and implementation.
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Brands take advantage of technology, social media and constant connectivity to foster organic consumer engagement and interactions towards co-creating personalised customer service. Real-time service offers dynamic engagement with connected consumers. Brands in tourism and hospitality use technology to dynamically enhance consumer experience through co-creation. The integration of real-time consumer intelligence, dynamic big data mining, artificial intelligence, and contextualisation can transform service co-creation by mobilising recourses in the ecosystem. Nowness service emerges by dynamically engaging consumers in experience cocreation in real time. It has five interconnected characteristics that revolutionise the tourism and hospitality, namely: real-time, co-creation, data-driven, consumer-centric and experience co-creation.