Abstract
The Augmented Reality Revolution in the Smartphone as a Factor of Information Accessibility and Its Contribution to Social Needs Satisfaction: Pokémon GO as a Case Study
The rise in popularity of smartphones that include GPS has led to the development of augmented reality applications, which display information that connects to the physical location and combines virtual information with what is happening in the real world.
In recent years, app developers have begun to use existing technologies to create location-based games, utilizing an augmented reality app platform that combines the real physical world with the virtual one. Pokémon GO is one of the most popular games in the augmented reality genre.
The revolution in information accessibility via the internet and the smartphone is the basis for conducting this research. We examined the motives for the popularity of augmented reality games that have emerged from previous studies and models. The augmented reality game Pokémon GO was the case study for the current research. A number of salient uses can be pointed out related to escapism, social interaction, and challenges, as well as individual needs of the players that are fulfilled through the game. The study is based on semi-structured in-depth interviews with Pokémon GO players.
The novelty of this study lies in the definition of two additional motives for using augmented reality: augmented physical activity and location-based escapism as a background to day-to-day activities outside the home. Such a consumption pattern may be considered another layer in the information accessibility revolution through the smartphone, as location-based applications (LBS) provide real-time location-based information, or any other assistance anywhere and anytime, as a backdrop to other possible action. The study predicts that we will become acquainted with many games and services based on augmented reality. This will be the human reality, with augmented reality continually satisfying needs.
The rise in popularity of smartphones that include GPS has led to the development of augmented reality applications, which display information that connects to the physical location and combines virtual information with what is happening in the real world.
In recent years, app developers have begun to use existing technologies to create location-based games, utilizing an augmented reality app platform that combines the real physical world with the virtual one. Pokémon GO is one of the most popular games in the augmented reality genre.
The revolution in information accessibility via the internet and the smartphone is the basis for conducting this research. We examined the motives for the popularity of augmented reality games that have emerged from previous studies and models. The augmented reality game Pokémon GO was the case study for the current research. A number of salient uses can be pointed out related to escapism, social interaction, and challenges, as well as individual needs of the players that are fulfilled through the game. The study is based on semi-structured in-depth interviews with Pokémon GO players.
The novelty of this study lies in the definition of two additional motives for using augmented reality: augmented physical activity and location-based escapism as a background to day-to-day activities outside the home. Such a consumption pattern may be considered another layer in the information accessibility revolution through the smartphone, as location-based applications (LBS) provide real-time location-based information, or any other assistance anywhere and anytime, as a backdrop to other possible action. The study predicts that we will become acquainted with many games and services based on augmented reality. This will be the human reality, with augmented reality continually satisfying needs.
Translated title of the contribution | The Augmented Reality Revolution in the Smartphone as a Factor of Accessibility of Information and Its Contribution to the Satisfaction of Social Needs |
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Original language | Hebrew |
Pages (from-to) | 163-180 |
Journal | קשר |
Volume | 58 |
State | Published - 1 Aug 2022 |
Keywords
- AR game, Pokémon go, location based services, mobile, escapism