The Game Pokemon Go as a Crosscultural Phenomenon

D. Koroleva, A. I. Kochervey, K. M. Nasonova, Yu.V. Shibeko
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引用次数: 3

Abstract

The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of Pokemon Go, and it describes how the game has been able to transcend social, physical, and virtual spaces. We focus on the most active group of users of this mobile app, namely teenagers. We describe how the game satisfies the psychological needs of this age group. We attempt to understand the cross-cultural phenomenon of this game and the course of development these new forms of activity by modern teenagers may take in the future.
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《口袋妖怪Go》是一种跨文化现象
现代儿童的游戏文化不仅发生在现实空间中,也发生在虚拟空间中。这两个组成部分(两个发展层面)往往被视为彼此孤立的。本研究通过《口袋妖怪Go》的视角调查了增强现实游戏的全新现象,并描述了游戏如何能够超越社交、物理和虚拟空间。我们关注的是这款手机应用最活跃的用户群体,也就是青少年。我们描述了游戏如何满足这个年龄段的心理需求。我们试图了解这种游戏的跨文化现象,以及现代青少年这种新的活动形式在未来可能采取的发展过程。
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来源期刊
Russian Education and Society
Russian Education and Society Social Sciences-Sociology and Political Science
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期刊介绍: The editor of Russian Education and Society selects material for translation from the Russian-language professional literature on education and socialization. The materials surveyed cover preschool, primary, secondary, vocational, and higher education; curricula and methods; and socialization issues related to family life, ethnic and religious identity formation, youth culture, addiction and other behavioral and health problems; professional training and employment. The scope of the journal extends beyond Russia proper to provide coverage of all the former Soviet states as well as international educational issues.
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