2017
DOI: 10.1080/13574809.2017.1369873
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Can we ‘Catch ‘em All’? An exploration of the nexus between augmented reality games, urban planning and urban design

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Cited by 17 publications
(12 citation statements)
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“…reality is a technology that uses virtual reality to add virtual objects to real environments in real-time, 373 using technological devices for the overlapping of images [122]. Studies show that it can be used to 374 make public space, e.g., parks and open space natural habitats, more attractive to different age groups 375 [123]. Pokémon Go, for example, brought people outdoor to places they might otherwise not have 376 visited [124] and can improve players' sense of place and connection to places.…”
Section: New Digital Technologies and Human-nature Relationshipsmentioning
confidence: 99%
“…reality is a technology that uses virtual reality to add virtual objects to real environments in real-time, 373 using technological devices for the overlapping of images [122]. Studies show that it can be used to 374 make public space, e.g., parks and open space natural habitats, more attractive to different age groups 375 [123]. Pokémon Go, for example, brought people outdoor to places they might otherwise not have 376 visited [124] and can improve players' sense of place and connection to places.…”
Section: New Digital Technologies and Human-nature Relationshipsmentioning
confidence: 99%
“…Out of 22 listed games 20 games were sourced from the literature and 2 games − Energy Game and Participation game, which fit the scope of the research, are developed by the author. The well-known commercial games, such as Geocaching, Minecraft, SimCity, Cities Skylines, Ingress and Pokémon Go, which were either adapted for participatory purposes or generated participatory spin-offs, are not within the scope of the research [5], [17], [30], [40]- [42].…”
Section: Methodsmentioning
confidence: 99%
“…Data producing technologies, such as environmental, transportation, building management sensor systems, as well as user-generated content, like social media, administrative and census data, etc., generate massive unstructured information [91]. The patterns in the massive unstructured information, discovered by means of data mining methods, enable formulating assumptions about spatial preferences of the residents, which can be partially validated through surveys involving those willing to participate [17], [40], [90], [92]. Games, and specifically participatory games, generate (or are designed to generate) the data revealing the preferences of the players [40], [68], [90].…”
Section: Data Generation Gamesmentioning
confidence: 99%
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“…Recent studies have variously examined the physical, and mental health implications of playing Pokémon Go (Barkley et al, 2017;Lee, 2016;Nigg et al, 2016;H. Xu et al, 2017), issues of race and accessibility embedded in game-play (Juhász & Hochmair, 2017;Salen Tekinbaş, 2017), the game's relationship with capitalism and commodification of free labour (Jin, 2017), and the game's influence on placemaking and wayfaring (Larissa & Ingrid, 2017;Potts et al, 2017).…”
Section: Technology and Public Spacesmentioning
confidence: 99%