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題名 擴增實境遊戲Pokemon GO的流動性:遊戲機制、文化與變遷
The Mobility of the Augmented Reality Game Pokémon GO: Mechanisms, Culture, and Changes
作者 黃厚銘
Huang, Hou-Ming
貢獻者 社會系
關鍵詞 虛擬實境線上遊戲 ; 流動的群聚 ; 遊戲性 ; 寶可夢 ; 入口
virtual reality online game ; mobility ; playfulness ; Pokémon GO ; Ingress
日期 2019-01
上傳時間 21-七月-2020 13:22:28 (UTC+8)
摘要 基於作者從Pokémon GO的前身Ingress到Pokémon GO的長期參與 觀察,本文作者以Pokémon GO「原住民」的身份,應用流動性概念從 三方面來理解Pokémon GO此一擴增實境遊戲的特色。先是比較擴增實 境遊戲與過去的虛擬實境線上遊戲的差異,以便以虛擬和現實的結合 與流動,來凸顯Ingress與Pokémon GO等擴增實境遊戲的特色。之後 再進一步針對現有兩個主要的擴增實境遊戲Ingress與Pokémon GO進 行比較,以便更具體呈現Pokémon GO的狂歡式情緒共感的特色。最 後,針對Pokémon GO在遊戲機制與遊戲設計的變化更深入了解其背後 的思考,以及遊戲公司如何不斷改變其設計來留住玩家,並探索其營 利模式。
Based on the author’s long-term research on the augmented reality games Ingress and Pokémon GO, this study utilizes the concept of mobility to focus on the latter according to the following three dimensions. First, virtual reality online games and augmented reality games are compared to show the combination of and the movement between the virtual and the real in the latter. Second, Ingress and Pokémon GO are compared to demonstrate the culture of mob-ility that has emerged in the latter. Third, the changes in the rules and mechanisms of Pokémon GO are traced, the co-efforts of Niantic Labs and the Pokémon company to retain players are explored, and the business model of Pokémon GO is examined.
關聯 傳播與社會學刊, No.47, pp.233–263
資料類型 article
dc.contributor 社會系
dc.creator (作者) 黃厚銘
dc.creator (作者) Huang, Hou-Ming
dc.date (日期) 2019-01
dc.date.accessioned 21-七月-2020 13:22:28 (UTC+8)-
dc.date.available 21-七月-2020 13:22:28 (UTC+8)-
dc.date.issued (上傳時間) 21-七月-2020 13:22:28 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/130732-
dc.description.abstract (摘要) 基於作者從Pokémon GO的前身Ingress到Pokémon GO的長期參與 觀察,本文作者以Pokémon GO「原住民」的身份,應用流動性概念從 三方面來理解Pokémon GO此一擴增實境遊戲的特色。先是比較擴增實 境遊戲與過去的虛擬實境線上遊戲的差異,以便以虛擬和現實的結合 與流動,來凸顯Ingress與Pokémon GO等擴增實境遊戲的特色。之後 再進一步針對現有兩個主要的擴增實境遊戲Ingress與Pokémon GO進 行比較,以便更具體呈現Pokémon GO的狂歡式情緒共感的特色。最 後,針對Pokémon GO在遊戲機制與遊戲設計的變化更深入了解其背後 的思考,以及遊戲公司如何不斷改變其設計來留住玩家,並探索其營 利模式。
dc.description.abstract (摘要) Based on the author’s long-term research on the augmented reality games Ingress and Pokémon GO, this study utilizes the concept of mobility to focus on the latter according to the following three dimensions. First, virtual reality online games and augmented reality games are compared to show the combination of and the movement between the virtual and the real in the latter. Second, Ingress and Pokémon GO are compared to demonstrate the culture of mob-ility that has emerged in the latter. Third, the changes in the rules and mechanisms of Pokémon GO are traced, the co-efforts of Niantic Labs and the Pokémon company to retain players are explored, and the business model of Pokémon GO is examined.
dc.format.extent 631900 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) 傳播與社會學刊, No.47, pp.233–263
dc.subject (關鍵詞) 虛擬實境線上遊戲 ; 流動的群聚 ; 遊戲性 ; 寶可夢 ; 入口
dc.subject (關鍵詞) virtual reality online game ; mobility ; playfulness ; Pokémon GO ; Ingress
dc.title (題名) 擴增實境遊戲Pokemon GO的流動性:遊戲機制、文化與變遷
dc.title (題名) The Mobility of the Augmented Reality Game Pokémon GO: Mechanisms, Culture, and Changes
dc.type (資料類型) article