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Pokémon Go-ing or staying: exploring the effect of age and gender on augmented reality game player experiences in public spaces

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Jeong Seop Hwang, Eun Young Kim & Yoon Min Hwang. (2023) Empirical Study on Effects of Gratification on Continuous Usage Intention of AR Avatars in Smart Mirrors: Focus on Generation Z. International Journal of Human–Computer Interaction 0:0, pages 1-14.
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Reinhard E. Kunz, Christian Zabel & Verena Telkmann. (2022) Content-, system-, and hardware-related effects on the experience of flow in VR gaming. Journal of Media Economics 34:4, pages 213-242.
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Articles from other publishers (12)

Kanan NagaiFumiko Ito. (2023) Effects of AR Games Use on Pedestrian Behavior and Spatial CognitionARゲームの利用が歩行者の行動や空間認知に及ぼす影響. Journal of the City Planning Institute of Japan 58:3, pages 1148-1155.
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Sawsan Taha, Abdoulaye Kaba & Marzouq Ayed Al-Qeed. (2023) Exploring students’ perceptions toward the use of augmented reality for digital library services. Digital Library Perspectives.
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Adriana de Souza e Silva, Ragan Glover-Rijkse, Anne Njathi & Daniela de Cunto Bueno. (2021) Playful mobilities in the Global South: A study of Pokémon Go play in Rio de Janeiro and Nairobi. New Media & Society 25:5, pages 963-979.
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Yuk Chiu Yip, Ka Huen Yip & Wai King Tsui. (2023) Young Adults’ Perspectives on the Implications of an Augmented Reality Mobile Game for Communities’ Public Health: A Qualitative Study. International Journal of Public Health 68.
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Tal Laor, Hananel Rosenberg & Nili Steinfeld. (2021) Oh, no, Pokémon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon. Mobile Media & Communication 10:3, pages 365-386.
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Samuli Laato, Nobufumi Inaba, Mauri Paloheimo & Teemu Daniel Laajala. (2021) Group polarisation among location-based game players: an analysis of use and attitudes towards game slang. Internet Research 31:5, pages 1695-1717.
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Arpita Bhattacharya, Travis W. Windleharth, Cassandra Lee, Amulya Paramasivam, Julie A. Kientz, Jason C. Yip & Jin Ha Lee. (2021) The Pandemic as a Catalyst for Reimagining the Foundations of Location-Based Games. Proceedings of the ACM on Human-Computer Interaction 5:CHI PLAY, pages 1-25.
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Orlando Woods. (2020) Experiencing the unfamiliar through mobile gameplay: Pokémon go as augmented tourism. Area 53:1, pages 183-190.
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Orlando Woods. (2019) Gamifying place, reimagining publicness: the heterotopic inscriptions of Pokémon Go. Media, Culture & Society 42:6, pages 1003-1018.
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Tom BaranowskiElizabeth J. Lyons. (2020) Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 9:2, pages 71-84.
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Thomas Birtchnell, Pauline McGuirk, Christopher Moore & Loren Vettoretto. (2020) Pay to play? Subverting the digital economy of Pokémon Go in the smart city. Digital Geography and Society 1, pages 100004.
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Nikolche Vasilevski & James Birt. 2019. Intersections in Simulation and Gaming: Disruption and Balance. Intersections in Simulation and Gaming: Disruption and Balance 77 92 .

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