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Table of Contents
1. Introduction
2. Pokémon
2.1 Franchise History
2.2 Pokémon Go: Game description
3. Space-Time according to Igarzäbal in Pokémon Go
4.1 Pervasive Gaming according to Hinske et al
4.2 Four Dimensions of Pervasive Games applied to Pokémon Go
4.3 Complement: Pervasive Games according to Jegers
5.1 Augmented Reality
5.2 Augmented Reality according to Knauer and Mütterlein
5.3 Classification of Knauer and Mütterlein applied to Pokémon Go
6.1 Cultural and Social Significance
6.2 Hype
5. Conclusion
Works cited
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- Lea-Christin Klaas (Author), 2021, The Phenomenon Pokémon Go. An Analysis, Munich, GRIN Verlag, https://www.grin.com/document/1214730
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