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.
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.