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1. Influence of Pokémon Go Playing Style on Physical Activity and Its Effect on Kinanthropometry Variables and Body Composition in Adolescents.

2. Timing matters: Effects of augmented reality game on students' learning achievement, satisfaction and acceptance.

3. Assessment of Step Tracker Mobile Applications for the Promotion of Physical Activity by Adolescents Based on Their Weight Status.

4. First Rule of ARIA: Don’t Use ARIA.

5. macOS Sequoia: How iPhone Mirroring lets you access your iPhone on your Mac.

6. GAMING ON THE GO.

7. A tale of one city through three stories of ludic mobilities.

8. Repairing Play: A Black Phenomenology by Aaron Trammell (review).

9. Systematic Review on the Impact of Mobile Applications with Augmented Reality to Improve Health.

10. An embodied perspective on an augmented reality game in school: pupil's bodily experience toward learning.

11. Game-based augmented reality learning of Sarawak history in enhancing cultural heritage preservation.

12. Periodic fable discovery: an augmented reality serious game to introduce and motivate young children towards chemistry.

13. The player traits and gratifications of casual and hardcore players in <italic>Harry Potter: Wizards Unite</italic>, <italic>Ingress</italic>, and <italic>Pokémon GO</italic>.

14. The Therapeutic Potential of Gaming - Body and Mind Benefits.

15. Can pre-service teachers learn about fake news by playing an augmented reality escape game?

16. In‐game performance: The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game.

17. Location-Based Mobile Gaming and Local Depression Trends: A Study of Pokémon Go.

18. Following the Writer's Path to the Dynamically Coalescing Reactive Chains Design Pattern.

19. Integrating extended reality in industrial maintenance: a game-based framework for compressed air system training.

20. The Technological Carnivalesque in Niantic's Pokémon Go.

21. Bibliometric Analysis of the Research Landscape in Human-Computer Interaction in Ibero-America.

22. Shelter GO: multiplayer location-based game to promote knowing shelters for emergency evacuation.

23. Enabling Physical Activity with Augmented Reality Gamification for Reducing Internet Gaming Disorder.

24. The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go

25. Augmented reality game "Barcomon" with barcode scanner feature for promoting onetwocode startup companies.

30. THE MINTER'S TALE.

31. Tekken 8.

32. Mixed results.

33. Boosting Brands with Augmented Reality: Why and When it Works.

34. Design of virtual reality augmented reality mobile platform and game user behavior monitoring using deep learning.

35. A Comparative Analysis of Design Principles for Integration in Wearable Persuasive Multimedia.

36. Meet our editorial board members: An interview with Tsuyoshi Hirashima, National University of Singapore.

37. Android-based physics learning media to develop students' computational thinking skill: Literature study.

38. Augmented Reality: Current and New Trends in Education.

40. ANALYSIS OF POTENTIAL EDUCATIONAL AREAS OF POKÉMON GO! GAME USE BASED ON MINI FGI METHOD.

41. Assembly Sequence Validation with Feasibility Testing for Augmented Reality Assisted Assembly Visualization.

42. Proxies to the monthly active user number of Geo AR Mobile games – online search volume as a proposal.

43. Design of a location-based augmented reality game for the development of key 21st century competences in primary education.

44. Game-based assessment framework for virtual reality, augmented reality and digital game-based learning.

45. Insects GO: a gaming activity for entomology teaching in middle school.

46. A Projected AR Serious Game for Shoulder Rehabilitation Using Hand-Finger Tracking and Performance Metrics: A Preliminary Study on Healthy Subjects.

47. Co-Design of Augmented Reality Games for Learning with Teachers: A Methodological Approach.

48. Augmented reality-based serious game using ADDIE model to support reading activity.

50. Pokémon GO and Landscape

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