• Title/Summary/Keyword: 포켓몬 Go

Search Result 10, Processing Time 0.022 seconds

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.498-507
    • /
    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.12
    • /
    • pp.473-480
    • /
    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.4
    • /
    • pp.143-149
    • /
    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.803-806
    • /
    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

  • PDF

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.401-410
    • /
    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.4
    • /
    • pp.27-35
    • /
    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

A Study of Age Rating Criteria for Outdoor Augmented Reality Game (실외형 증강현실 게임의 등급분류기준에 관한 연구)

  • Kang, Ju-young;Lee, Hwan-soo
    • Journal of Digital Convergence
    • /
    • v.14 no.10
    • /
    • pp.439-447
    • /
    • 2016
  • Interest in Augmented Reality (AR) game $Pok{\acute{e}}mon$ GO is getting heightened. However, based on its characteristic, various direct and indirect problems are highlighted, thus increasing concerns. Although the game is not formally released domestically, there are limits in national game classification to apply on such outdoor Augmented Reality game. This paper will examine the problematic cases regarding Pokemon GO and analyze internal and external game classification system to discuss safe gaming measures for domestic users. In result of examining cases, need for adding 'physical danger' in current game classification system for user's safety was shown. As the government's game regulation is being eased, appearance of a variety of games using Augmented Reality technology in near future is predicable. Therefore it is important to prepare improvement of game classification system as a pre-safety measure, and it is expected to bring positive effect on game usage and industrial growth through safe game usage.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.27 no.5
    • /
    • pp.1069-1076
    • /
    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
    • /
    • s.18
    • /
    • pp.37-56
    • /
    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

  • PDF

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.