Related references
Note: Only part of the references are listed.Oh, no, Pokemon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon
Tal Laor et al.
MOBILE MEDIA & COMMUNICATION (2022)
Baby Boomers, Generation X and Generation Y: Identifying generational differences in effects of personality traits in on-demand radio use
Sabina Lissitsa et al.
TECHNOLOGY IN SOCIETY (2021)
Scoping Review of Pokemon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change
Tom Baranowski et al.
GAMES FOR HEALTH JOURNAL (2020)
Making friends in online games: gender differences and designing for greater social connectedness
Kellie Vella et al.
BEHAVIOUR & INFORMATION TECHNOLOGY (2020)
The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokemon Go
Tal Laor
CYBERPSYCHOLOGY-JOURNAL OF PSYCHOSOCIAL RESEARCH ON CYBERSPACE (2020)
Uses and Gratifications of Pokemon Go: Why do People Play Mobile Location-Based Augmented Reality Games?
Juho Hamari et al.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2019)
The Reciprocal Influences among Motivation, Personality Traits, and Game Habits for Playing Pokemon GO
Barbara Caci et al.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2019)
Organizational processes and gender integration in operational military units: An Israel Defense Forces case study
Uzi Ben-Shalom et al.
GENDER WORK AND ORGANIZATION (2019)
Online digital Radion apps usages in Israel: Consumers, consumption and meaning
Tal Laor et al.
TECHNOLOGY IN SOCIETY (2019)
Why do people play location-based augmented reality games: A study on Pokemon GO
Kati Alha et al.
COMPUTERS IN HUMAN BEHAVIOR (2019)
Mapping the extended frontiers of escapism: binge-watching and hyperdiegetic exploration
Scott Jones et al.
JOURNAL OF MARKETING MANAGEMENT (2018)
WoWing Alone: The Evolution of Multiplayer in World of Warcraft
Andrea Braithwaite
GAMES AND CULTURE (2018)
An empirical study on the motivations underlying augmented reality games: The case of Pokemon Go during and after Pokemon fever
Agnes Zsila et al.
PERSONALITY AND INDIVIDUAL DIFFERENCES (2018)
Look on the Bright Side (of Media Effects): Pokemon Go as a Catalyst for Positive Life Experiences
James Alex Bonus et al.
MEDIA PSYCHOLOGY (2018)
Pokemon Go: Benefits, Costs, and Lessons for the Conservation Movement
Leejiah J. Dorward et al.
CONSERVATION LETTERS (2017)
Pokemon Go: A game changer for the physical inactivity crisis?
Allana G. LeBlanc et al.
PREVENTIVE MEDICINE (2017)
An Initial Evaluation of the Impact of Pokemon GO on Physical Activity
Ying Xian et al.
JOURNAL OF THE AMERICAN HEART ASSOCIATION (2017)
Who Is Still Playing Pokemon Go? A Web-Based Survey
Peter Rasche et al.
JMIR SERIOUS GAMES (2017)
Examining Motivations to Play Pokemon GO and Their Influence on Perceived Outcomes and Physical Activity
Oriol Marquet et al.
JMIR SERIOUS GAMES (2017)
The Pokemon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream
Janne Paavilainen et al.
PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17) (2017)
The Geography of Pokemon GO: Beneficial and Problematic Effects on Places and Movement
Ashley Colley et al.
PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17) (2017)
Pokemon GO, the novelty of nostalgia, and the ubiquity of the smartphone
Brendan Keogh
MOBILE MEDIA & COMMUNICATION (2017)
Pokemon GO as an HRG: Mobility, sociability, and surveillance in hybrid spaces
Adriana de Souza e Silva
MOBILE MEDIA & COMMUNICATION (2017)
Pokemon GO as distributed imagination
Seth Giddings
MOBILE MEDIA & COMMUNICATION (2017)
Determinants of Internet skills, uses and outcomes. A systematic review of the second- and third-level digital divide
Anique Scheerder et al.
TELEMATICS AND INFORMATICS (2017)
Motives Matter: Motives for Playing Pokemon Go and Implications for Well-Being
Chia-chen Yang et al.
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING (2017)
Influence of Pokemon Go on Physical Activity: Study and Implications
Tim Althoff et al.
JOURNAL OF MEDICAL INTERNET RESEARCH (2016)
Digital skills and social media use: how Internet skills are related to different types of Facebook use among 'digital natives'
Teresa Correa
INFORMATION COMMUNICATION & SOCIETY (2016)
The Benefits of Playing Video Games
Isabela Granic et al.
AMERICAN PSYCHOLOGIST (2014)
The digital production gap: The digital divide and Web 2.0 collide
Jen Schradie
POETICS (2011)
Why do you play? The development of the motives for online gaming questionnaire (MOGQ)
Zsolt Demetrovics et al.
BEHAVIOR RESEARCH METHODS (2011)
The Role of Income Inequality in a Multivariate Cross-National Analysis of the Digital Divide
Christian Fuchs
SOCIAL SCIENCE COMPUTER REVIEW (2009)
Differences in Physical Fitness of Male and Female Recruits in Gender-Integrated Army Basic Training
Ran Yanovich et al.
MEDICINE AND SCIENCE IN SPORTS AND EXERCISE (2008)
Who plays, how much, and why? Debunking the stereotypical gamer profile
Dmitri Williams et al.
JOURNAL OF COMPUTER-MEDIATED COMMUNICATION (2008)
Motivations for play in online games
Nick Yee
CYBERPSYCHOLOGY & BEHAVIOR (2006)