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1

Wallin, Frida. "Pokemon Go : Har applikationen Pokemon Go fått barn att röra på sig mer på sin fritid?" Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-4949.

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Syfte Syftet med den här studien är att undersöka om spelet Pokemon Go kan få elever att röra på sig mer på sin fritid och på så sätt minska stillasittandet där ofta mobil/tv-spel och tv-tittande ingår. Kan ett mobilspel motivera barnen till en aktivare fritid? Hur kan skolan ta hjälp av den nya tekniken för att motivera elever till mer rörelse i skolan? Hur många steg tar eleverna de dagar de inte letar efter Pokemons?  Hur många steg tar eleverna de dagar de letar efter Pokemons?                 Sitter de mindre framför datorn/tv och spelar nu än innan de började spela Pokemon GO? Metod För att besvara syftet användas främst en kvantitativ metod dels genom enkätundersökning och stegräknare men även kvalitativa intervjuer har genomförts. I enkätundersökningen fick en lågstadieskola i årskurs 2-6 svara på ett antal frågor om Pokemon Go. 108 elever besvarade enkäten. Genom ett strategiskt urval valdes fem elever i årskurs 6 där deras stegräknare avlästes av varje dag under en månad för att få reda på antal steg de tog när de spelade applikationen och hur många steg det tog när de inte spelade.     Resultat De eleverna som fick sin stegräknare avläst rörde på sig mer de dagar de spelade applikationen. Eleverna fick sin stegräknare avläst i två månader. Två veckor valdes ut avlästes och i snitt gick de fem elever 12458 steg när de spelade Pokemon Go och 1587 steg de dagar som de inte spelade. Enkätundersöknigen visade att 72 av eleverna spelade och 36 elever spelade inte Pokemon Go. Motivationen var en viktig faktor visades sig under intervjuerna, de som spelande gjorde det för att det var roligt och de som inte spelade gjorde det för att de tyckte att det var tråkigt eller att de inte ägde en mobiltelefon.   Slutsats Slutsatsen blev att så länge eleverna tyckte att de är roligt så var de ute och spelade. De spelade för att det var kul inte för att må bättre ur ett hälsoperspektiv. De flesta svarade att de satt mindre framför dator/Ipad sedan de började spela Pokemon Go. Barnen tog mer antal steg de dagar dem spelade Pokemon Go.<br><p>Fristående kurs Idrott III.</p>
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Andrade, Chang Melissa, and Rivera Regina Soriano. "Pokemon Go: ¿”Go” o no “Go”?" InnovaG, 2017. http://repositorio.pucp.edu.pe/index/handle/123456789/131504.

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Beghelli, Silvia. "Pokeworld in a nutshell: analisi sociale del fenomeno Pokemon." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8168/.

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吳惠茵 and Wai-yan Ng. "Pokemon and pak interactive exchange factor alpha in gestational trophoblastic diseases." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40738322.

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Ng, Wai-yan. "Pokemon and pak interactive exchange factor alpha in gestational trophoblastic diseases." Click to view the E-thesis via HKUTO, 2008. http://sunzi.lib.hku.hk/hkuto/record/B40738322.

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Romo, Hernández Loreto Alejandra. "Lectura de la japoanimación a través del dibujo infantil : (El caso de Pokemon)." Tesis, Universidad de Chile, 1999. http://repositorio.uchile.cl/handle/2250/138071.

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Seminario de Investigación Tesis para optar al grado de Licenciado en Comunicación Social<br>El autor no autoriza el acceso a texto completo de su documento<br>El objetivo de la presente investigación es estudiar la lectura de la japoanimación a través del dibujo infantil, concretamente la lectura de la serie "Pokémon". Los dibujos provienen de niños y niñas, entre los 6 y 13 años de edad, de sectores medios, recolectados en la Quinta Región. Los protocolos empíricos de lectura de la japoanimación no han sido estudiados, siendo el caso de la japoanimación y sus efectos, una preocupación de la sociedad chilena. Esto se ve reflejado en la gran cantidad de artículos y reportajes aparecidos recientemente en todos los medios masivos de comunicación. El Consejo Nacional de Televisión ha realizado estudios de audiencia infantil, detectándose un alto consumo de la japoanimación. También se ha estudiado la percepción de los niños de los contenidos de violencia de dichas series. Sin embargo, el instrumento utilizado ha sido fundamentalmente lingüístico: el cuestionario. Éste presenta la limitación que, en las preguntas planteadas, ya va enunciada la problemática a los niños. De esta manera, se prefigura la respuesta de antemano. Es por ello, que pienso que mi investigación contribuirá a la descripción de un espacio no antes visto: la lectura empírica de los niños a través del dibujo. De esta manera, la investigación realizada, permite a los niños dibujar libremente a los Pokémon, sin colocarles la pregunta, sino que descubrir en los dibujos mismos, su visión, su lectura de la Pokemanía. El objetivo, entonces, es aprehender la lectura visual de los niños respecto del fenómeno Pokémon, detectada en el dibujo. Se trata de un estudio exploratorio, de índole semiótico, que tiene como intencionalidad descubrir un modelo interpretativo de la percepción visual de los niños de la Pokemanía, susceptible a desarrollar posteriores investigaciones que enfrenten el fenómeno y a descubrir la viabilidad inferencial o estadística de la interpretación estatuida. El razonamiento para seleccionar como tema de investigación a la serie animada Pokémon, radica en que, en la actualidad, es la de mayor sintonía nacional, y su línea de merchandising tiene la mayor demanda a nivel internacional. Además, la película de igual nombre - estrenada mundialmente hace unas semanas -, ha arrasado con todos los récords de taquilla del segmento de films animados, y, amenaza con hacer lo mismo en el total de géneros del universo cinematográfico. Lo anterior quedó en evidencia al solicitar a más de 200 niños de 6 a 13 años de edad de la Quinta Región, dibujos – a libre elección - de la serie de monos animados de su preferencia. De los dibujos recbidos, los resultados dieron como mayoritario – con un 85% aproximado del total del universo – al subconjunto compuesto con representaciones de mundo Pokémon. Así, se confirmó mi apreciación acerca de la popularidad actual de la serie y se determinó que sería la japoanimación a analizar en profundidad.
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Stoor, Per. "Pika Pika? Pikachu! : En kvalitativ spelanalys av de socialt uppmuntrande designelementen i Pokemon Go." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-130591.

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This paper is about how the location based game Pokemon Go motivates players to play the game outdoors and defining the games design principles and how they encourage social interaction between players. The paper has made use of three different qualitative data gathering methods, a brief ethnographical field study, semi structured interviews and an analysis based on theoretical frameworks used for conducting research about video games. Players were found to play outside for three reasons, the freedom of using a smartphone to play location based games, Pokemon Go’s location based game technology that creates rewards that are given to a player if they complete tasks done outside and the games feedback to reality via the avatars movement correlating with the physical movement of the player. Pokemon Go was also found to only encourage social interaction with other players through indirect means. The game does this by putting players outside and making it very easy to recognize other players, and through the use of lures, Pokestops and Pokegyms, the incentive to approach these other players and engage in some form of social interaction increases. The game functions primarily as a catalyst as well as a safety net for social interactions, where players will recognize each other and initiate an interaction using the game as a basis for conversation.
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Vidal, Alegre Marco Antonio. "Pokemon go: realidad y fantasía en la construcción social de la realidad aumentada." Master's thesis, Pontificia Universidad Católica del Perú, 2017. http://tesis.pucp.edu.pe/repositorio/handle/123456789/9918.

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En el año 2016 se lanzó en varios países del mundo el juego de realidad aumentada Pokémon Go, y con ello pudimos ver una gran cantidad de personas ocupando las calles en espacios y horarios de manera no convencional, generando diversas reacciones en la ciudad. La presente investigación tiene como propósito entender y problematizar la construcción social de la realidad aumentada desde la antropología, a través del juego Pokémon Go en un contexto particular en Lima con la comunidad Sabiduría. Para ello, se exploró el significado del juego para los jugadores de dicha comunidad, así como las tensiones, estrategias y aprendizajes que resultaron del encuentro del juego con la realidad cotidiana en determinados parques de la ciudad de Lima. A través de un seguimiento etnográfico y una intervención experimental se encontró que la realidad aumentada puede ser nueva como tecnología, sin embargo, no lo es tanto como construcción social. Se pudo observar cómo se construye permeable a los conflictos y problemas sociales que ya existen en la cotidianidad de la ciudad de Lima, y cómo estos dificultan la eficacia de los mandatos del bienestar en su performatividad.<br>Tesis
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Svärd, Simon. "ANN som en metod för att göra urval i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13673.

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I detta arbete som fokuserar på hur neurala nätverk kan appliceras på och hur väl de presterar i en spelmiljö undersöks två nätverksarkitekturer applicerat på en simulation av ett så kallat urvalsbaserat spel. I arbetet så är ett urvalsbaserat spel ett spel som går ut på att en spelare skall göra en mängd val innan spelet börjar, och de två nätverksarkitekturerna som utvärderas är Feed Forward och NEAT. Experimenten låter nätverken skapa lag för en förenklad version av spelet Pokemon och kommer sedan att låta dessa lag tävla emot varandra i en deterministisk testmiljö för att bedöma hur bra nätverken presterar.
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Holm-Öste, Jesper, and Anthony Hubeny. "En kategorisering av våld i dator och tv-spel." Thesis, Stockholms universitet, Institutionen för journalistik, medier och kommunikation (JMK), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-58336.

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This essay will focus on video and computer game violence. We hope to uncover, with the help of semiotics, according to Barthes design, if this kind of violence can have a negative effect on youth and adolescents. How intense is the violence and how graphic is it?. PEGI is the European measurement for game age limits. In our essay we will analyze five different games, each game in its own PEGI-value, except two games that share the limit of 18+ were we instead will try to uncover what differences in the two games that puts them on the same age limit. The games we will be investigating are “Pokemon Black Version”, “Megaman X: Command Missions”, “World of Warcraft Cataclysm”, “Call of Duty: Black Ops” and “Gears of War 2”, “Gears of War 2” and “Call of Duty: Black Ops” are the games which shares the age limit of 18+. With the help of our semiotic findings and various studies from researchers C A. Anderson, Jesper Juul and Clive Thompson we hope to be able to categorize the different types of violence in said games, according to the amount of violence, how intense it is, the amount of blood and death, how realistic the violence is and what kind of messages the different games contains and compare our findings to PEGI´s own guidelines.
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Gustavsson, Evelyn, and Emma Shakespeare. "Fenomenet Pokémon GO: Framgångsfaktorerna bakom spelsuccén utifrån ett användarperspektiv." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20490.

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Sedan de första mobila spelen släpptes har tekniken utvecklats och så kallade exergames, vilka ställer krav på fysisk förflyttning för att avancera blir allt vanligare. År 2016 släpptes mobilspelet Pokémon Go och har, mätt med avkastning och popularitet, dominerat den mobila spelmarknaden. Det har ur ett forskningsperspektiv tagits fram ett flertal modeller där framgångsfaktorer som kännetecknar ett populärt spel för att attrahera användare presenterats. Tidigare studier hävdar dessutom att AR-teknologin, som tillämpas i Pokémon GO, kan främja fysisk aktivitet, kreativitet och utbildning samt introducera nya sätt för social interaktion.Syftet med denna studie är att urskilja vilka framgångsfaktorer Pokémon GO har för att locka samt behålla sina användare. För att besvara studiens frågeställning har en enkätundersökning genomförts där 61 deltagare svarat på frågor rörande deras åsikter om spelet. Resultatet av användarens egna upplevelser och åsikter har analyserats för att sedan dras i parallell med erkända forskningsmodeller.Studiens resultat visar på ett flertal anledningar till att användare lockats till spelet och att de dynamiska egenskaper som implementerats i Pokémon Go återfinns i ett flertal av de forskningsteorier som presenterats i studien. Nyfikenheten för teknologin, nostalgin för spelkonceptet samt den sociala interaktionen med andra spelare är några av dessa för att exemplifiera. Vidare har studien visat att spelet brister i en del egenskaper som forskare, med sina modeller, menat vara väsentliga. Hinder där spelet inte lyckats motivera användaren till att fortsätta spela har exempelvis varit av den karaktär där spelare distraherats, tappat fokus och med detta intresset för att fortsätta spela.<br>Since the first mobile games were released, the technology has been developed and the so-called exergames that make demands on physical movement to advance are becoming more common. In 2016, the mobile game Pokémon Go was released and has, measured by yield and popularity, dominated the mobile gaming market. From a research perspective, several models have been developed in which success factors required by a popular game to attract users are presented. Previous studies also argue that the augmented reality (AR) technology applied in the Pokémon GO can promote physical activity, creativity and education, and introduce new ways of social interaction.The purpose of this study is to distinguish which success factors Pokémon GO has to attract and retain its users. To do this, a questionnaire survey was conducted in which 61 participants answered questions regarding their views on the game. The result of the user's own experiences and opinions has been analyzed and then drawn in parallel with recognized research models.The study's results show on several grounds that users were attracted to the game and that the dynamic features implemented in Pokémon Go are found in a number of the research theories presented in the study. The curiosity of the technology, the nostalgia for the game concept and the social interaction with other players are some of these to exemplify. Furthermore, the study has shown that the game lacks in some properties that researchers, with their models, mean to be essential. Obstacles where the game failed to motivate the user to continue playing have, for example, been of the character in which players are distracted, lost focus and with this the interest in continuing to play.
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Persson, Erica, and Kamil Gajewski. "Pokern är död, länge leve pokern! : Affärsmodellanalys av en spelleverantör i förändring." Thesis, Uppsala University, Department of Business Studies, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8983.

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<p>Internetpoker-, casino- och vadslagningsföretaget Tain befinner sig efter att deras största kund Expekt.com lämnat dem i början av 2007 i ett läge där de antingen måste eliminera sin pokerverksamhet eller ompositionera sig på marknaden för att få en ny kundbas att jobba med.</p><p>Vi fick uppdraget att titta på sambandet mellan Tains existerande kundbas, produkter och försäljningsprocess för att hjälpa företaget att identifiera bra saker, sämre saker samt möjliga förbättringar. Vårt arbete har inneburit samtal med Tains anställda och ledning samt samtal med en nuvarande kund. Vi har tittat på hur kommunikationen skett i företaget och undersökt försäljningsmaterialet och den existerande interna kunskapsdokumentationen.</p><p>Det vi fann var ett företag vilket, för att bli starkt och konkurrenskraftigt, måste utveckla sitt produktutbud för att stå upp mot konkurrenterna men även ett företag som måste förbättra sin interna struktur; kommunikation, kunskapsöverföring och dokumentation för att möjliggöra tillväxt och ökad lönsamhet.</p><p>Vi vill härmed presentera vår företagsanalys av Internetspelföretaget Tain:</p><p>Shuffle up and deal!</p>
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Carpenter, Rachel. "Pokémon Go as a Positive Virtual Reality Game: Promoting Cognitive, Affective, and Empathic Benefits." UNF Digital Commons, 2018. https://digitalcommons.unf.edu/etd/794.

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Video game popularity and time playing in children, adolescents, and adults is steadily increasing due to heightened accessibility, advanced technological game design, and a rising sedentary lifestyle among Americans. The advent of exergames and virtual reality paradigms has led to a new wave of mobile video games that can be played anywhere, involve the combination of mobility and gaming, and may be used to improve cognition, affect, and perhaps empathy. The aim of the present study was to examine if the exergame Pokémon Go would improve visual and verbal working memory, attention, positive and negative affect, and empathy. Additionally, the current study is an extension of seminal research that discovered being in nature alone has positive effects on working memory and affect. Participants (N = 62) from a Florida University were assessed on the Alloway Working Memory Assessment (AWMA), the Positive and Negative Affect Schedule (PANAS), and the Interpersonal Reactivity Index (IRI) before and after playing Pokémon Go outdoors around the most natural parts of the campus (e.g., ponds, dense foliage). The participants then returned several days later, completed the assessments, and spent time outdoors not playing. The study was counterbalanced over the course of a year to control for seasonal differences. Main findings included increased verbal working memory scores and decreased negative affect after playing Pokémon Go with no changes in empathy. The results have important implications for those interested in using Pokémon Go to improve working memory and decrease stress and negative affect in adult populations.
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Li-Vollmer, Meredith. "The Pokémon phenomenon : a case study of media influence and audience agency in children's consumer culture /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6143.

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Водотика, Д. В. "Управління проектами малого бізнесу в умовах пандемії (на прикладі проекту створення онлайн-кафе “PokeBox”)". Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/87073.

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У роботі розглянуто теоретичні і методичні основи, а також інноваційні рішення щодо управління малим ресторанним бізнесом у період пандемії коронавірусу і локдаунів. Проаналізовані методи приваблення і збереження клієнтів в онлайн-бізнесі, просування товару через мережу Інтернет, використовуючи соціальні сторінки та сайти. З метою максимальної економії фінансових ресурсів при розробці платформи збуту продукції розроблено методичні прийоми, використовуючи всесвітньо відому концепцію ресторанного бізнесу – «dark kitchen». Визначено суму, необхідну для інвестування і ресурси, які потребує проект. Створені календарний план і бюджет проекту. Визначені можливі ризики відкриття онлайн-кафе в період пандемії і складений план реагування на них.<br>В работе рассмотрены теоретические и методические основы, а также инновационные решения по управлению малым ресторанным бизнесом в период пандемии коронавируса и локдаунов. Проанализированы методы привлечения и сохранения клиентов в онлайн-бизнесе, продвижение товара через Интернет, используя социальные страницы и сайты. В целях максимальной экономии финансовых ресурсов при разработке платформы сбыта продукции разработаны методические приемы, используя всемирно известную концепцию ресторанного бизнеса – «dark kitchen». Определена сумма, необходимая для инвестирования и ресурсы, требуемые проектом. Созданы календарный план и бюджет проекта. Определены возможные риски открытия онлайн-кафе в период пандемии и составлен план реагирования на них.<br>The paper considers the theoretical and methodological foundations, as well as innovative solutions for the management of small restaurant business during the pandemic of coronavirus and lockdown. Methods of attracting and retaining customers in online business, promoting goods via the Internet, using social pages and sites are analyzed. In order to maximize the savings of financial resources in the development of a platform for the sale of products developed methodological techniques, using the world-famous concept of the restaurant business – «dark kitchen».The amount required for investment and resources required by the project are determined. The project schedule and budget have been created. The possible risks of opening an online cafe during the pandemic have been identified and a response plan has been drawn up.
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Sánchez, Sanhueza Gustavo. "Discurso político en jóvenes punk y pokemones no inscritos en los registros electorales: el rechazo como modo de activación de la "política"." Tesis, Universidad de Chile, 2012. http://repositorio.uchile.cl/handle/2250/135118.

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Tesis para optar al grado de Magíster en Comunicación Política<br>Votar en Chile es una opción definida en la práctica como un deber adquirido mediante la inscripción, en el sistema de participación electoral vigente. Mientras, la Constitución Política de la República de Chile, al hablar de ciudadanos sindica como tales a aquellos “que hayan cumplido dieciocho años de edad y que no hayan sido condenados a pena aflictiva (…), la calidad de ciudadano otorga el derecho a sufragio”. Sin profundizar mayormente en la discusión, hablamos de derechos y deberes, en un período en que aquellos en edad de votar se incrementan, en circunstancias que el padrón electoral envejece, no renovándose producto de la auto exclusión de los jóvenes que han decidido no inscribirse, defendiendo su derecho a no participar. Para Jacques Rancière … Las motivaciones para no participar en los procesos eleccionarios son múltiples y pueden estar dadas por influencias subb culturales, desinterés, rechazo al sistema, etcétera, pero en esta investigación no interesan y no son abordadas –al menos– en profundidad, el objetivo se basa principalmente en la identificación de la acción de “lao políticao” que en términos de Jacques Rancière sería la emancipación de un daño que genera el Estado, a través del discurso de los jóvenes que no están inscritos en registros electorales, quienes en términos de Jacques Rancière, acusan estarían acusando un daño con su autoexclusión, pasando por los bordes del régimen de gobierno imperante en la sociedad actual conocido como democracia.. En un principio se buscó indagar respecto al discurso político de los jóvenes no inscritos en general, espectro de investigación demasiado amplio sobre el cual sería poco aventurado iniciar un ejercicio como estea investigación sería sin los recursos adecuados, principalmente producto de la diversidad y heterogeneidad que representa este segmento etarioetáreo. Motivo tal motivo y para efectos de comparación se estudian dos grupos autodefinidos como no ideologizados y diametralmente opuestos, pero que sin duda tienen algo que decir respecto a ‘loa políticoa’ y su ordenamiento institucional. Ejercen ‘lao políticao’ aunque teóricamente no estén enterados de ello, atentan contra ‘la policía’ al momento de optar por no participar del entramado institucional definido como sistema electoral, o a través de otras acciones. Estos serían los ‘punk’, grupo que surge en el país como movimiento juvenil que rechaza el gobierno militar y por otro lado, los denominadosy los ‘“pokemones’”, jóvenes fuertemente influenciados por las nuevas tecnologías de la comunicación e información, insatisfechos y no conformes con el método de participación ciudadana vigente en el país. Así durante esta tesis se realiza un recorrido breve por la historia de los grupos de jóvenes ‘punk’ y ‘pokemones’, entrevistándose a seis de cada grupo en edad de votar y que no están inscritos en los registros electorales. Se identifica su discurso político frente al sistema institucional vigente y el régimen político democrático imperante en Chile, observando de esta manera el ejercicio de ‘lao políticao’ en estos grupos que se autoexcluyen de ‘la(o) política(o)’
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Temoka, Pokem Cedrique [Verfasser], Karl-Werner [Akademischer Betreuer] Schramm, Karl-Werner [Gutachter] Schramm, and Jean Charles [Gutachter] Munch. "In situ sampling rates of virtual organisms for lipophilic organic compounds / Pokem Cedrique Temoka ; Gutachter: Karl-Werner Schramm, Jean Charles Munch ; Betreuer: Karl-Werner Schramm." München : Universitätsbibliothek der TU München, 2018. http://d-nb.info/1170321429/34.

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CHANG, KAO-CHEN, and 張高禎. "Critical Factors for Playing Pokemon GO." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/57196072482831383652.

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碩士<br>輔仁大學<br>資訊管理學系碩士在職專班<br>105<br>The popularity of Pokemon GO causes many problems. However, in a short period of time, many players stop playing Pokemon GO. The goals of this study are to investigate key factors for playing and continuing to play Pokemon GO. This study conducted in-depth interviews with 11 Pokemon GO players. The results show that there are several key factors for playing Pokemon GO: For acceptance: 1. Pokemon GO has a friendly user interface and easy to play. 2. Pokemon GO is based on a popular cartoon, Pokemon. 3. Pokemon GO boots outdoor exercise levels. 4. The number of Pokemon GO spawn and the frequency of wild Pokemon can be drastically different from one neighborhood to the next. High density of Pokemon GO spawn will attract more players. High frequency of wild Pokemon will also attract more players. For continue to play: 1. The low frequency of wild Pokemon increases the level of challenge and encourage players continue to play. However, when the level of challenge is too high, players will stop playing. It is a challenge to keep a proper level of challenge. 2. The more players play Pokemon GO, the more players attracted to play. When many players stop to play, the number of players drop accordingly. 3. The number of Pokemon GO spawn and the frequency of wild Pokemon can be drastically different from one neighborhood to the next. When moved to a location with low density of Pokemon GO spawn, it is very difficult for players to keep playing. 4. Players stop playing Pokemon GO because of the low frequency of updating game.
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"Pokemon GO: A Socio-Technical Exploratory." Master's thesis, 2016. http://hdl.handle.net/2286/R.I.41232.

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abstract: PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification literature were successfully identified as elements players enjoy when playing Pokémon GO. METHODS: A mixed methods approach, with 17 participants taking part in a daily physical activity tracking study and 14 participants participating in semi-structured interviews. In the use study, participant steps were tracked for one week using the Apple Health Kit application, and participants were also asked to provide daily answers to a variety of questions assessing game preferences and daily use of Pokémon GO - using the application called PACO. The semi-structured interviews examined self-reported physical activity, and asked questions pertaining to use of Pokémon GO, such as motivation to play. RESULTS: Results assessed by t-test indicate a small but non-significant trend towards increased steps taken on days when a participant played vs. did not play (t(72)=- .56, p=.57, mplay=5,0153220, mnonplay=4,5152,959). This was confirmed with a mixed model test showing that when controlling for time and participant’s baseline level of steps, there was no significant effect on steps/day. Results from the daily surveys and also the semi-structured interviews, indicated that nostalgia (i.e., catching ones’ favorite childhood Pokémon), was a strong motivator for many to play the game, which was counter to theoretical expectations. In line with previous theory, results suggested that operant conditioning principles appeared to be at work in terms of fostering game play use. DISCUSSION: Results of this study, which was a primarily hypothesis generating endeavor, indicated possible trends toward increased steps on days when a person plays Pokémon G), but - with such a small sample, and short-term length of study - no firm conclusions can be drawn. Further, results indicate the particular value of nostalgia as a driver towards game play for Pokémon GO.<br>Dissertation/Thesis<br>Masters Thesis Physical Activity, Nutrition and Wellness 2016
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LAI, KAI-LUN, and 賴楷倫. "Exploring Pokemon Fad Based on Stimulus-Organism-Response Model." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/59212758935311005261.

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碩士<br>開南大學<br>商學院碩士班<br>105<br>With the popularity of smart phone usage and the progress of mobile technology, everyone has been accustomed to hold a smart phone and play different games in various public places. Among those mobile games, only the Pokemon wizard draws huge people into this game market immediately and causes a boom. Despite of great amount reports from media and network platform regarding the Pokemon pheromone, what are the causes of these booms and what are those influential factors remain unknown. This study adopts the Stimulus-Organism-Response Framework (S-O-R) as the basis of the research structure. Respondents are recruited from experiential players of Pokemon game. The object of this study is to explore the impacts of social and media effects on Pokemon playing behaviors, such as catching creatures and continuance playing. Moreover, gender differences are also examined in the hypothetical relationships. A total of 342 valid questionnaires were collected by survey method, and structural equation modeling (SEM) was employed in the subsequent data analysis. The results show that stimulus effects, such as social factors (critical mass and social interaction) and media factors (content timeless and media richness), have a significant effect on the individual characters (that is attachment and conformity), which in turn, affect players intention to catch creatures and continuance playing Pokemon (or new version). Gender differences have been found in some theoretical relationships. Further managerial implications are discussed.
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CHENG, YU-LUN, and 鄭羽倫. "Pokemon Go: A Study on the Fit in the Virtuality-Reality Integration." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/y89z5b.

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碩士<br>銘傳大學<br>資訊管理學系碩士班<br>105<br>Augmented reality has become a trend today. The effects of Pokémon Go, the most popular smart phone game recently, on medicine and tourism have been explored in many studies. However, few studies on the cognition and the consistence between emotions and the integration of virtuality (the Pokémon projected in the game) and reality (information quality) have been done. With the Stimulus-Organism-Response (S-O-R) model as the framework, this study aims to explore the fit (cognitive/emotional) and reactions (user satisfaction/ Continuance intention to play) of the user in the virtuality-reality integration. According to the findings of this study, information quality and virtual features have significant influence on cognitive and emotional fit and emotional fit has significant influence on user satisfaction; however, cognitive fit doesn’t have significant influence on user satisfaction. It has been found that the user pays much attention to his/her feelings when playing games. Therefore, we should get acquainted with the types and emotions of game players in addition to maintaining the quality of games.
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CHEN, YI-HSING, and 陳益興. "Research on Brand Experience and Brand Resonance - The Case of Pokemon GO." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/yju9tf.

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碩士<br>中國文化大學<br>全球品牌與行銷碩士在職學位學程<br>106<br>Taiwan's industry is moving from an OEM environment to establishing an economic model for the service of the Market Brand. Due to the rapid development of the Internet and smart phones, the social environment cannot live without the Internet and wisdom. The operation of mobile phones, daily entertainment, consumption patterns and work services cannot rely on the Internet (Alam & Yasin, 2010) and smart phones. In recent years, the behavior of brand experience has become an indispensable option and method for brand marketing operations. Users are exposed to various websites and platforms and online and offline environments (O2O) that interact with each other for some purpose and behavior. The operation aims at users creating various diverse and attractive brand experiences and behaviors on the smart Internet. [Pokémon GO Pokemon] has become the most popular mobile game experience game in the past two years. Streets, parks and other places can see the player's footprints. The phenomenon of the whole nation is crazy, reflecting the brand's use of augmented reality technology experience. The brand identity benefits generated and the brand resonance that is generated with user behavior. Therefore, this research uses Augmented Reality (AR) technology as an element of brand experience marketing research, and uses the online game Pokémon GO to form an APP market in global smart devices. The trend of user behavior and brand trends, under the effect of augmented reality technology and brand blessing, is to positively enhance the brand's resonance benefits, in light of the interactive influence of brand input and performance generated by the user's brand experience. The effect of mutual influence. Keywords: Brand Experience, Brand Investment, Brand Performance, Brand Resonance.
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Li, Meng-Fan, and 李孟凡. "Probing the experience and value of Pokemon GO players by Means-End chains." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/994xk4.

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碩士<br>國立東華大學<br>體育與運動科學系<br>107<br>This study was to explore the experience and value of Pokémon players by Means-End chains. We conducted one-on-one interviews with 34 Pokémon players, and further divided the sample into two clusters through cluster analysis. Next, based on the clustering results, we established their meaning matrix and HVM. Finally, we compared the value structure differences of different clusters. The results were as following: 1. The ultimate value of the Pokémon players is to expand     interpersonal relationships, lifestyle changes, physical health,   deep understanding of the environment and getting a sense of   accomplishment. 2. In terms of value structure differences. The results show that     different clusters have different cognitive experience results   and pursuit of value for Pokémon, and the high-involved player     group has more "Getting a sense of accomplishment" in the value   part than the low-involved player group. 3. In terms of value chains differences. " Attracted by the public -   Creating a common topic - Expanding interpersonal relationships"   is the most import value chain for low-involved player group.   "Attracted by the public - Improved social relationships -   Expanding interpersonal relationships" is the most import value   chain for high-involved player group.   We hope that the results of this study, these findings will provide related units into game development or event planning reference to create more players for future.
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Hsiao, Yueh-Chan, and 蕭岳展. "The Influence of Mobile Games on Interpersonal Relationship: A Case of Pokemon GO Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ms95cm.

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碩士<br>義守大學<br>資訊管理學系<br>105<br>With the high popularityrate of intelligent devices like smartphones and tablets, and the explosive growth of mobile applications, the connection between students and mobile gamesis becoming more and more significant for the parents, educators,scholars, and education system. The development of interpersonal relationships in high school and vocational school’s students is gradually maturing, and more and more students build theirinterpersonal relationships through online games ormobile games. In this study, we take “Pokemon Go” as the research object, which is an augmented reality game for mobile phones and instantly caused a global phenomenon, and target on a total of 202 students from high schools and vocational schools in Kaohsiung City to conduct a questionnaire survey. The purpose of this research is to understand the students’ backgrounds and the relevance and differences between the use of frequency of “Pokemon Go” and students’ interpersonal relationships. The results of this study are shown as follows. First, among the different background factors, the "discipline methods of educators" and “the educators’attitudetoward mobile games” these two factors have significant difference in regard to playingthe mobile game “Pokemon Go”. Second, the mobile game “Pokemon Go” has positive influence on students’ interpersonal relationships of classmates and friends. Finally, according to the results of the study, a number of suggestions are provided to the educators and education system as reference for the future study.
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LIN, YI-HSIEN, and 林宜賢. "The Research of Degree of Involvement,Working Pressure and Leisure Satisfaction of Pokemon Go Players." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7q4xr5.

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碩士<br>中州科技大學<br>機械與自動化工程系<br>105<br>ABSTRACT As smartphones have become more and more popular, many leisure activities can be carried out on mobile phones. One of the most exciting games is the Pokemon Go. When this Game just released, many people took the streets to collect Pokemons. This game gathers a large number of players on sites where Pokemons tend to appear. In view of this, this study attempts to understand the mobile gaming players’ involvement and work pressure on the level of leisure satisfaction and their relevance, and then further to explore the impact of those variables. Therefore, this study adopted a questionnaire survey. Non-random sampling convenience sampling method was used to sample the mobile game players. A total of 777 questionnaires were recovered. After the removal of the invalid questionnaires, the valid questionnaires were 757 copies. The effective return rate was 97.4%. Descriptive statistics, means, standard deviation analysis, reliability analysis, t test, single factor analysis of variance, Pearson product correlation analysis and regression analysis were performed. The results of the study showed that male players were more than female players. Most players’ age ranged from 19 to 24 years old. The education level of most players was university graduates. The occupation for the majority was students. The average time of playing game per day was one to two hours. The average money spent on the game was 300 dollar per month. Different demographic variables had some significant differences on the degree of involvement, job stress and leisure satisfaction. The degree of involvement was positively correlated with leisure satisfaction. There was no significant correlation between job stress and degree of involvement. The degree of involvement had a significant positive impact on leisure satisfaction. Job stress had no significant effect on the degree of involvement and leisure satisfaction.
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LIN, CHIA-CHI, and 林家琪. "Special Tourism Interest Intention:A Study on Relevant Variables of Fan’s Behavior at Pokemon Holy Land." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4u9xjg.

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碩士<br>國立澎湖科技大學<br>觀光休閒系碩士班<br>105<br>With the improvement of living standards and lifestyle changes, portable network has become a common phenomenon, to provide real-time and convenience, and the popularity of smart phones and also led to the rise of mobile games. In recent years, Pokemon mobile phone game was respond to the world, fans behavior on Pokemon game at a place for unique Pokemon elves appear is not to be underestimated. (For example: Beitou Park, Nanliao fishing port, Fengjia Park .etc.). This kind of leisure activity is different from the general tourism intention, so this study aims to explore the relevant variables of the special tourism intention─fan’s behavior at Pokemon Holy Land. In this study, 444 copies of valid participants were collected from the questionnaire, and the data were analyzed and processed by statistical software. The results showed that: 1) motivation for leisure has the positive effect on place attachment; 2) motivation for leisure has the positive effect on benefits for leisure; 3) motivation for leisure has no significant effect on travel intention; 4) place attachment has the positive effect on travel intention; 5) benefits for leisure has positive effect on travel intention; 6) place attachment has the positive effect on benefits for leisure. Finally, according to research findings, conclusions and directions for future research suggestion.
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YU, HSIN-YU, and 游馨瑜. "Exploring the influential factors of pokemon gamer's flow and stickiness-from the perspectives of experiential marketing." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3fjqm3.

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碩士<br>開南大學<br>商學院碩士班<br>105<br>After the release of Pokemon GO game, many players around the world get into a crazy pheromone. Accordingly, many companies discover business opportunities, and seek cooperation with the game company so as to bring high profits. For example, in Japanese, McDonald has become the player ground for catching wizards. As a result, sales revenue has gained a growth comparing with the same period of last year. This study explored the reason why the players into such high degree of tickness behavior with Pokemon GO game and its influential factors. Based on previous research, this study focused on players’ different experiential senses with this novel game. Therefore, this research built a research structure on experiential marketing, and its impacts on the stickiness with the game. A total of 342 valid questionnaires from actual Pokemon GO players were collected. The results presented as the following : the experiential marketings of Feeling, Think, and Relate have positive effectss on stickness; Ack and Relate impacts behavior intenion of wizards-catching positively. Finally, stickness and behavior intenion of catching wizards positively impacts continuance intention of playing Pokemon GO. Further managerial implications are discussed.
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LAI, CHIH CHIEN, and 賴志堅. "The Research of Gamification and Involvement Theory on the Loyalty of Game Players - A Case Study of Pokemon GO." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/tnbs6h.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>106<br>This study takes Pokémon GO as an example to discuss the influence of gamification core driving force and involvement theory on game player loyalty. Launch of Pokémon GO made a stir in the world. In order to capture Pokémon GO, players flocked to the streets and after the craze many players were not active. It still retains about 65 million active users each month in the world. To find out Pokémon GO's advantage of attracting players and the disadvantages of losing players, questionnaire survey was conducted for the inactive players and active players of Pokémon GO. At first, a small sample number was selected and 30 players were investigated. After the project analysis, factor analysis and reliability analysis, the formal questionnaire was designed with a total of 37 questions, and was issued to Pokémon GO fan groups on Facebook. A total of 126 questionnaires were issued. After deletion of the questionnaires which are filled in the single answer, there are 112 valid questionnaires, and the effective questionnaire recovery rate is 88.9%. The data were analyzed by reliability analysis, descriptive statistical analysis, correlational analysis, and regression analysis. The results showed that the integration of gamified 8 core driving forces with the involvement theory has a significantly positive effect on loyalty. Pokémon GO's variables “significant mission and summon”, “development and achievement”, “creativity and feedback”, and “ownership and possessiveness” have a high explained power on loyalty, thus maintaining players’ loyalty. As a result, Pokémon GO still has 65 million active users each month.
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WU, PEI-YU, and 吳培瑜. "The Reasons and Impacts of Senior Grade Elementary School Students' Addiction to "Pokemon Go" in Taiping District of Taichung City." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/68zd6m.

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碩士<br>大葉大學<br>工業工程與管理學系<br>105<br>Since the launch of Pokémon Go in Taiwan, the game of Pokémon has incurred countless social issues and resulted in a wide range of negative impact. The researcher, standing at the frontline of education, intends to understand the level of popularity the Pokémon gaming APP has among elementary schoolchildren, and to further investigate the influence the game has on the psychological and physical wellbeing of students both in terms of learning and daily lifestyle. For this research, the three perspectives of involvement motivation, involvement level, and impact on psychological and physical wellbeing were adopted to explore the involvement of fifth and sixth grade schoolchildren within the Taichung City region in the game of “Pokémon Go.” Data collection was conducted using the questionnaire survey method, and analysis was performed using descriptive statistics, chi square tests, t-tests, one-way analysis of variance, and hierarchical regression analysis, etc. The outcomes of this research are summarized as follows: 1. For fifth and sixth grade elementary schoolchildren with different background variables, user behavior of the “Pokémon Go” game exhibited significant correlation. Parents should pay attention to the children for the frequency and time of playing games, and filter the types of mobile games that they are playing. 2. For fifth and sixth grade elementary schoolchildren with different background variables, involvement in the “Pokémon Go” game exhibited significant correlation. Teachers should take appropriate educational programs to counsel students for proper use of mobile games. 3. In terms of involvement in the “Pokémon Go” game, involvement motivation exhibited significant impact upon psychological and physical wellbeing and is subject to the interference of involvement level. School teachers and parents should pay attention to whether children are addicted to mobile games and regulate the playing time.
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"Distributed Teaching and Learning in Pokémon Go." Doctoral diss., 2018. http://hdl.handle.net/2286/R.I.49070.

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abstract: This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017).  DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves to build bridges as well as fill gaps in some key literature on learning in out-of-school contexts, including connected learning (Ito et al., 2009), participatory culture (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009), learning ecologies (Barron, 2006), and affinity spaces (Gee, 2004; Gee & Hayes, 2012). The model also focuses on teaching in addition to learning in and across informal contexts. While DTALS can be used to examine any number of phenomena, this dissertation focuses on the community around Pokémon Go. The game, with its emphasis on geography and community, presents unique opportunities for research. This research draws on existing video game research which focuses on not only games but their communities, and in particular the learning and literacy activities which occur in these communities (Gee & Hayes, 2012; Hayes & Duncan, 2012; Squire, 2006; Steinkuehler, 2006). The results here are presented as three separate manuscripts. Chapter Two takes a broad view of a local community of players, and discusses different player types and how they teach and learn around the game. Chapter Three focuses on families who play the game together, and in particular three focal parents who share their perceptions of the game's merits, especially its potential to promote family bonding and learning. Chapter Four discusses teaching, in particular guides written about the game and the ways in which they are situated in particular Discourses (Gee, 2014). Finally, Chapter Five offers implications from these three chapters, including implications for designers and researchers as well as calls for future research.<br>Dissertation/Thesis<br>Doctoral Dissertation Learning, Literacies and Technologies 2018
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TSAO, PEI-WEN, and 曹珮雯. "Exploring the Relation among Leisure Involvement, Flow Experience and Leisure Satisfaction – A Case Study of Augmented Reality Mobile Game, Pokemon Go." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/kn2h8w.

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碩士<br>國立臺北護理健康大學<br>休閒產業與健康促進研究所<br>105<br>Recently Augmented Reality (AR) has become the focus of attention with the mobile game Pokemon GO. With the combination of technology and games, the traditional human–computer interaction model of game playing has changed to provide a different experience for users. AR technology in mobile games has become a new trend of leisure activities, but most of the discussions in the past studies are about game design and users’ experience. There is paucity literature about mobile games from the perspective of leisure activities. Therefore, the study aims to explore the relationship among leisure involvement, flow experience and leisure satisfaction, in relation to the AR mobile game, Pokemon Go. The study adopted the survey method and convenient sampling to investigate Pokemon GO users in March to April, 2017 and 624 questionnaires were returned. Data analysis was conducted using descriptive statistics, reliability analysis, confirmatory factor analysis and regression analysis. The study found that the Pokemon GO users in this study have the game status ranging from Level 31 to 35. They usually play games by themselves. They have been playing more than 21 times a week for the past month and have been playing 1 to 2 hours each time. The users’ leisure involvement was significantly related to leisure satisfaction, the flow experience was significantly related to leisure satisfaction and it was the mediate variable between leisure involvement and leisure satisfaction. The results can serve as a reference for mobile game companies to consider users’ leisure involvement, flow experience and leisure satisfaction when they design games with new technology. The game can provide different leisure experience for users.
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LI, HSUAN-YING, and 李炫瑩. "The Influence of Using Cell Phone Game Attitude for Interpersonal Relationships for Middle-aged and Elderly People-Taking Pokemon Go as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8j5a3n.

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碩士<br>國立臺北教育大學<br>藝術與造形設計學系碩士班<br>107<br>This study explores the influence of attitudes toward using mobile games on interpersonal relationships among middle-aged and older people. In the literature discussion, we explore the attitudes of middle-aged and elderly people, the use of mobile games, interpersonal relationships and games. The aging society and the information society are the same problems faced by the society at the same time. The middle-aged people face the use of smart phones and the use of mobile phones. Their mentality may be different from that of young people, and the way they affect their relationships. It may also be different from young people. There have been many studies on the positive and negative effects of young people using mobile games, and most middle-aged people have started to have more contacts with smart phones in recent years. What is the impact of interpersonal relationships? The problem of curiosity in this study. In the past, many studies on mobile game users have found that excessive indulgence in the use of mobile games may reduce the actual communication between people, which in turn has a negative impact on interpersonal relationships, but was released in Nintendo in 2016. In the mobile game Pokemon Go, I saw many cases of improving interpersonal relationships because of the game. Many studies have mentioned that interpersonal relationships in the care of middle-aged people account for a very important part. If mobile games have a positive impact on interpersonal relationships, they have the opportunity to alleviate the social problems of middle-aged people. The impact of its attitudes on interpersonal relationships can provide important informati on about the design of mid- to high-age related technology products in the future. In this study, the Pokemon Go game attitude scale was established by participatory observation method, and the interpersonal relationship scale was established by interview method. Finally, the questionnaire was designed and submitted to the middle-aged Pokemon Go user. And after the final collection, conduct statistics and analysis to understand the impact of attitudes on interpersonal relationships.
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LAI, YEN KU, and 賴彥谷. "Research on the Motivation of Participating in Games and the Value of Virtual Item Affecting Players’ Willingness of Consumption - A Case Study of Pokemon GO." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ukxfp9.

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碩士<br>萬能科技大學<br>資訊管理研究所在職專班<br>107<br>Pokémon GO is the first mobile game that combines Location-Based Service (LBS) and Augmented Reality (AR). This study is aimed at the game participation motivation, value of virtual item, degree of immersion and willingness to consume of Pokémon GO players to understand the factors that affect the consumption of the Pokémon GO player, and to understand the potential business opportunities and consumption incentives of online games in Taiwan. This study conducted a questionnaire survey of players on the Internet for the convenience of sampling. The main research objects are members of Facebook Pokémon Related Society and Pokémon Player Line Group. This study used the data obtained from the questionnaire survey to perform statistical analysis with SPSS20 and SmartPLS2.0 software packages. The main findings of this study are as follows: 1.Self-affirmation, social needs, leisure and entertainment, and escape from reality. These motivations bring about a significant positive impact on the degree of flow. 2.Self-affirmation, social needs, leisure and entertainment. These motivations bring about a significant positive impact on the willingness to consume. 3.The virtual item function bring about a significant positive impact on degree of flow. 4.Reasonable virtual item prices and promotions bring about a significant positive impact on the willingness to consume. 5.The degree of flow bring about a significant positive impact on the willingness to consume.
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TSAI, CHENG-YU, and 蔡承育. "A Study of Influences of Senses of Virtual Community of Augmented Reality (AR) Games on Motivation and Stickness: Taking Examples of Ingress and Pokemon Go Players." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7u2shu.

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碩士<br>明志科技大學<br>經營管理系碩士班<br>105<br>This study contains the augmented reality (AR) game, the AR game is different from online game, it join real world map in game then make unprecedented trend, and popular game must be Pokemon Go and Ingress in these years, they both have Innovative, not only attract a multitude of player but also create economy growth of the tourism industry. However the trend will be eventually fade, if game want to sustainable operation, it must discover player's motivation. As a result, in this study is from the motivation side to discuss player's sense of community and stickiness, moreover, must investigate player’s participation factor. This study will investigate that Influences of senses of virtual community of AR games on motivation and stickiness, motivation is independent variable, sense of community is intervening variable as well as dependent variable. The study method uses the web survey procedure, furthermore, the participants in this study were augmented reality(AR) player via software SPSS20.0 and AMOS24.0 to verification hypothesis.   The results of the study were as follows: (1)Motivation of Pokemon Go and Ingress both have significantly positive effect on sense of community.(2) Sense of community of Ingress has significantly positive effect on stickiness, but Pokemon Go doesn’t has.(3) sense of virtual community of Ingress is the fully mediating effect, however sense of virtual community of Pokemon Go isn’t the mediating effect.
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Scafura, Breno Enzo. "Perceções acerca do espaço urbano na contemporaneidade : um estudo sobre as flexões geradas pelo jogo Pokemon Go no que cabe a apreensão dos signos que compõem a paisagem urbana da cidade." Master's thesis, 2019. http://hdl.handle.net/10400.14/29910.

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ZHAO, WEI-SYUAN, and 趙偉軒. "The Influence of Augmented Reality and Location Based Service Platform Quality on Virtual Brand Community Loyalty-Illustrated by the Example of Pokenmon." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/45087613232103590924.

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碩士<br>國立高雄海洋科技大學<br>供應鏈管理研究所<br>105<br>Technology is ever-evolving. Smartphones are now commonplace.People nowadays are living in the real world, while extracting information from the digital world via smart mobile devices. The advent of Augmented reality (AR) and Location-based service (LBS) has made it easier for people to weave in and out the digital world and real world. This is becoming an essential component of future social networking services. With the development of information technology, virtual communities are booming. Accordingly, more and more businesses have realized that brand community is a crucial issue in consumer markets. Many studies have found that brand community has profound impact on customer relationship management (CRM), word-of-mouth marketing and brand loyalty. However, in both industry and academia, there is still limited understanding of the relationship between the creation procedure and interactions on such platforms. This research is based on the studies of the quality of AR and LBS platforms. Depending on the attributes of interactions, interactions on such platforms are categorized as either human-machine interaction or interpersonal interaction, which accordingly influence virtual brand community loyalty. Based on the paper-based and web-based questionnaires, this study received 422 responses, among which 400 responses were effective, which were then used to verify the research hypothesis. This research finds that through human-computer interaction, the quality of AR platform has positive effects on virtual brand community loyalty. On the other hand, through interpersonal interaction, LBS has positive effects on virtual brand community loyalty, in which human-computer interaction has positive effects on interpersonal interaction as well. This study suggests that when businesses develop brand strategies for virtual brand marketing, they should focus on establishing a comprehensive relationship with their customers. With platform optimization, people will be more willing to use such platforms, which will then lead to interactions between businesses and customers. It will be beneficial for driving brand development initiatives.
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Dogmo, Pokem Sicco Dany [Verfasser]. "Forest management planning in Congo Basin rainforests : a critical analysis of the state of art and design of a new planning system as a contribution to sustainable forest management / vorgelegt von Sicco Dany Dogmo Pokem." 2009. http://d-nb.info/999701924/34.

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