Academic literature on the topic 'Pokémon HeartGold (Computer game)'

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Journal articles on the topic "Pokémon HeartGold (Computer game)"

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McCrea, Christian. "Pokémon’s progressive revelation: Notes on 20 years of game design." Mobile Media & Communication 5, no. 1 (December 15, 2016): 42–46. http://dx.doi.org/10.1177/2050157916678271.

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While it is important to frame Pokémon Go in terms of locative and AR design, it is equally important to frame the gameplay and format of two decades of the series’ games. Pokémon is a platform—a software and hardware layer requiring knowledge and experience to navigate. The games and products have become more successful with time, not less, and have built cultures of play knowledge, information gathering, and consumption practices that are unique to the Pokémon name. This essay will explain and expand on these game dynamics in order to illustrate the clear connections from Pokémon Go to the rest of Pokémon game history. Specifically, exploring how the games reveal elements in incremental fashion, while simultaneously hiding and obscuring a more complex layer for advanced players to find.
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Evans, Leighton, and Michael Saker. "The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability." Mobile Media & Communication 7, no. 2 (October 31, 2018): 232–47. http://dx.doi.org/10.1177/2050157918798866.

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Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses from users of Pokémon Go geographically spread across the globe. Drawing on the concept of the “playeur” as an established approach to understanding the effects of locative play on spatiality and sociability, this research follows three lines of enquiry. First, the research examines whether the intermingling of play and ordinary life might encourage players to spend more time outside in public spaces, and how this mode of play is experienced. Second, the research explores whether the game mechanics of Pokémon Go might lead players to traverse their environment using modified routes, as well as to frequent new places. Third, the research examines whether the praxis of Pokémon Go might enable new forms of sociability to emerge that extend beyond earlier HRGs.
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Hsieh, Chia-Yen, and Tim Chen. "Effect of Pokémon GO on the Cognitive Performance and Emotional Intelligence of Primary School Students." Journal of Educational Computing Research 57, no. 7 (June 25, 2019): 1849–74. http://dx.doi.org/10.1177/0735633119854006.

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The main purpose of this study is to analyze the effects of using Pokémon GO for 10 weeks on the cognitive performance (memory, selective attention, concentration, and creative imagination) and emotional intelligence (well-being, self-control, emotionality, and sociability) of Taiwanese primary students in the fifth and sixth grade. A mixed experimental design was used, with a control group (CG; n = 62) that did not use Pokémon GO, and an experimental group ( n = 61) that used Pokémon GO for 10 weeks. Confounders were age, sex, education level of the family, number of computers in the home, daily study time, and Internet access. The results showed that the players spent about 40 minutes/day on this game during this period. Boys played more and won more points in the game than girls. Compared against their peers, the players playing Pokémon GO showed a significant increase in their selective attention ( p = .025), concentration levels ( p = .004), creative imagination ( p < .001), emotionality ( p = .001), and sociability levels ( p = .005) but not memory, well-being, or self-control (all p > .05). It is concluded that Pokémon GO, in a playful way, could positively affect their cognitive performance (selective attention, concentration levels, and creative imagination) and improve their social relationships. However, if future researchers would like to ascertain whether Pokémon GO is a useful viable cognitive and social approach or not, more randomized controlled trial studies will be needed to compare Pokémon GO with traditional teaching approaches and educational methods.
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Licoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (November 29, 2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.

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We compare here some features of the emerging uses of Pokémon GO with earlier, though less successful, location-aware collection games such as Mogi. While mobility patterns are relatively similar, Pokémon GO brings about a distinctive augmented-reality dimension to the game experience, though it does not harness the social networking power of such location-aware game platforms to the same extent as earlier games.
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Mäyrä, Frans. "Pokémon GO: Entering the Ludic Society." Mobile Media & Communication 5, no. 1 (November 24, 2016): 47–50. http://dx.doi.org/10.1177/2050157916678270.

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Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more complex skill sets and cultural practices that will be needed in broader cultural ludification developments, and for the next steps of entering the Ludic Society. The phenomenal success of Pokémon GO also highlights the importance of the meaningfully implemented links between technology, gaming content, and culture.
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Sicart, Miguel. "Reality has always been augmented: Play and the promises of Pokémon GO." Mobile Media & Communication 5, no. 1 (November 28, 2016): 30–33. http://dx.doi.org/10.1177/2050157916677863.

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This piece provides an explanation to the early success of Pokémon GO. It proposes an argument about how this game exemplifies a computational culture of play. By drawing on philosophy of technology (Floridi, 2013) and game design research (Montola, Stenros, & Waern, 2009), this article argues that the success of Pokémon GO is the result of the development of a play experience and a computational interface for a reality that is already augmented. These interfaces open new possibilities for digital play in public, but they also raise concerns regarding corporate appropriation of public spaces.
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Aluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (March 13, 2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.

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Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study. Findings The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future. Research limitations/implications For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature. Practical implications This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon. Social implications Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends. Originality/value Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.
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Humphreys, Lee. "Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO." Mobile Media & Communication 5, no. 1 (December 8, 2016): 15–19. http://dx.doi.org/10.1177/2050157916677864.

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Around every new media technology debates circle about whether the technology is bringing people socially closer or pushing us further apart. According to popular press accounts, Pokémon GO players are absorbed into a game world on their phone with no attention or interest in the “real” world around them. But coupled with these accounts are stories of people exploring their neighborhoods and of marriage proposals in the midst of Pokémon hunting. This article puts Pokémon GO into a longer context of mobile technologies and sociospatial practice to explore the kinds of social interactions that can emerge around and through the use of Pokémon GO. In particular, the article explores how people can use the platform as both an involvement shield and social catalyst.
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Keogh, Brendan. "Pokémon Go, the novelty of nostalgia, and the ubiquity of the smartphone." Mobile Media & Communication 5, no. 1 (November 24, 2016): 38–41. http://dx.doi.org/10.1177/2050157916678025.

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None of the elements that contribute to the phenomenon of Pokémon Go are particularly new. Augmented-reality and location-based games, artworks, and marketing campaigns have existed for well over a decade. Meanwhile, the Pokémon franchise of videogames, trading cards, comic books, and anime has existed for more than two. Even the data that Pokémon Go is built from is generated by players of Niantic’s earlier locative game, Ingress. If there is nothing “new” about the phenomenon of Pokémon Go, then what is there to learn from its rapid ascension in the cultural zeitgeist? In this article I maintain that it is the increased ubiquity of the smartphone and its tendency to reconfigure existing media and cultural practices that has allowed the novelty of augmented reality and the nostalgia of Pokémon to converge in a perfect storm of branding, design, preexisting data, and established technologies.
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Books on the topic "Pokémon HeartGold (Computer game)"

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Inc, Pokémon USA, ed. Pokémon HeartGold version, SoulSilver version: The official Pokémon Johto guide and Pokédex. Bellevue, WA: Pokémon Company International, 2010.

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Purodakushon, Shōgakukan Shūeisha. Poketto Monsutā XY daizukan: Atarashii Pokémon to Mega Shinka Pokémon seizoroi. Tōkyō: Shōgakukan, 2014.

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Two Red Shoes Design (Firm), ed. Pokémon black version ; Pokémon white version: Handbook stats and facts on over 150 brand-new Pokémon! New York: Scholastic Inc., 2011.

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Pokémon: Ruby version, sapphire version. Roseville, CA: Prima Games, 2003.

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Pokémon Black version 2, Pokémon White version 2: The Official National Pokédex & guide : volume 2. Bellevue, Wash: Pokémon Company International, 2012.

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Stratton, Stephen. Pokemon sun & Pokemon moon: The official Alola region strategy guide. Bellevue, WA: Pokemon Company International, 2016.

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Hollinger, Elizabeth. Pokémon snap: Includes adventurer's journal! : Prima's official strategy guide. Rocklin, CA: Prima Games, 1999.

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Now you see it!: Watch Pokémon evolve-- right before your eyes! New York: Scholastic, 2012.

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Hollinger, Elizabeth. Pokémon: Gotta catch 'em all! [Rocklin, CA]: Prima Games, 1999.

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Hollinger, Elizabeth. Pokémon: Prima's official strategy guide. Rocklin, Calif: Prima Pub., 1998.

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Book chapters on the topic "Pokémon HeartGold (Computer game)"

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Wang, Alf Inge, Kristoffer Hagen, Torbjørn Høivik, and Gaute Meek Olsen. "Evaluation of the Game Exermon – A Strength Exergame Inspired by Pokémon Go." In Advances in Computer Entertainment Technology, 384–405. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_27.

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Deslis, Dimitrios, Christos-Vonapartis Kosmidis, and Eirini Tenta. "Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study." In Communications in Computer and Information Science, 388–96. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20954-4_29.

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Conference papers on the topic "Pokémon HeartGold (Computer game)"

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da Silva Oliveira, Samuel, Guilherme Egle P. Lima Silva, Arthur C. Gorgonio, Cephas A. S. Barreto, Anne M. P. Canuto, and Bruno M. Carvalho. "Team Recommendation for the Pokémon GO Game Using Optimization Approaches." In 2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2020. http://dx.doi.org/10.1109/sbgames51465.2020.00030.

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