The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang
暂无分享,去创建一个
[1] Daniel John Zizzo,et al. Groups, cooperation and conflict in games , 2008 .
[2] Haewoon Kwak,et al. STFU NOOB!: predicting crowdsourced decisions on toxic behavior in online games , 2014, WWW.
[3] Akihiko Shirai,et al. Gamification and construction of virtual field museum by using augmented reality game "Ingress" , 2015, VRIC.
[4] Lee Yik Sheng,et al. Modelling learning from Ingress (Google's augmented reality social game) , 2013, 2013 IEEE 63rd Annual Conference International Council for Education Media (ICEM).
[5] The role of attention in the associative binding of emotionally arousing words , 2012, Psychonomic bulletin & review.
[6] Mateus David Finco. I Play, You Play and We Play Together: Social Interaction Through the Use of Pokémon GO , 2019, Augmented Reality Games I.
[7] Andrew J. Setterstrom,et al. Social Influence and Willingness to Pay for Massively Multiplayer Online Games: An Empirical Examination of Social Identity Theory , 2019, Commun. Assoc. Inf. Syst..
[8] Judith Ackermann,et al. Playing Computer Games as Social Interaction: An Analysis of LAN Parties , 2012 .
[9] Michael Klesel,et al. Perpetrators in League of Legends: Scale Development and Validation of Toxic Behavior , 2019, HICSS.
[10] Ryen W. White,et al. Influence of Pokémon Go on Physical Activity: Study and Implications , 2016, Journal of medical Internet research.
[11] J. Coleman. The Life of Slang , 2012 .
[12] David R. Ewoldsen,et al. Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play , 2014, Commun. Res..
[13] Burak Polat,et al. Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul , 2018 .
[14] Susanna Paasovaara,et al. Understanding collocated social interaction between Pokémon GO players , 2017, MUM.
[15] Christian McCrea. We play in public: The nature and context of portable gaming systems , 2011 .
[16] Lee Humphreys. Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO , 2017 .
[17] Andrew Lepp,et al. "Pokémon Go!" May Promote Walking, Discourage Sedentary Behavior in College Students. , 2017, Games for health journal.
[18] Matthew Klugman,et al. ‘Connected to Something’: Soccer and the Transnational Passions, Memories and Communities of Sydney's Italian Migrants , 2013 .
[19] Ruth Potts,et al. Pokémon Go-ing or staying: exploring the effect of age and gender on augmented reality game player experiences in public spaces , 2019, Journal of Urban Design.
[20] C. Sunstein. The Law of Group Polarization , 1999, How Change Happens.
[21] Stephen R. Burgess,et al. Video Game Playing and Academic Performance in College Students. , 2012 .
[22] R. Kircher,et al. Attitudes towards Multicultural London English: implications for attitude theory and language planning , 2019, Journal of Multilingual and Multicultural Development.
[23] Mansour Alsaleh,et al. Behavioral consequences of Pokémon GO: The exaggerated picture , 2019, Comput. Hum. Behav..
[24] Jannicke Baalsrud Hauge,et al. Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) , 2017, Int. J. Serious Games.
[25] Jacob Ratkiewicz,et al. Political Polarization on Twitter , 2011, ICWSM.
[26] Maeve Serino,et al. Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians , 2016, Current opinion in pediatrics.
[27] Daniel M. Johnson,et al. A Sense of Belonging: Pokémon GO and Social Connectedness , 2019, Games Cult..
[28] J. Bruner,et al. Games, social exchange and the acquisition of language , 1978, Journal of Child Language.
[29] M. Horwitz,et al. Arousal of ingroup-outgroup bias by a chance win or loss. , 1969, Journal of personality and social psychology.
[30] Aditya Johri,et al. Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? , 2018, Int. J. Hum. Comput. Interact..
[31] D. Wann,et al. Biased Evaluations of In-Group and Out-Group Spectator Behavior at Sporting Events: The Importance of Team Identification and Threats to Social Identity , 2005, The Journal of social psychology.
[32] Samuli Laato,et al. Analysis of the Quality of Points of Interest in the Most Popular Location-based Games , 2019, CompSysTech.
[33] M. Brewer. The Psychology of Prejudice: Ingroup Love and Outgroup Hate? , 1999 .
[34] Anthony McEnery,et al. Porting an English semantic tagger to the Finnish language , 2003 .
[35] Jason C. Yip,et al. Group Interactions in Location-Based Gaming: A Case Study of Raiding in Pokémon GO , 2019, CHI.
[36] E. Papies. Tempting food words activate eating simulations , 2013, Front. Psychol..
[37] Takahiro A. Kato,et al. New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori , 2016, Psychiatry Research.
[38] Erkki Sutinen,et al. A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training? , 2019, CSEDU.
[39] Bruce Gooch,et al. Time will tell: in-game social interactions that facilitate second language acquisition , 2009, FDG.
[40] Jędrzej Olejniczak. A LINGUISTIC STUDY OF LANGUAGE VARIETY USED ONTWITCH.TV: DESRIPTIVE AND CORPUS-BASED APPROACHES , 2015 .
[41] William B. Gudykunst,et al. The influence of individualism‐collectivism on perceptions of communication in ingroup and outgroup relationships , 1987 .
[42] Suely Fragoso,et al. Ludic Re-enchantment and the Power of Locative Games: A Case Study of the Game Ingress , 2016, CaTaC.
[43] Eva Hornecker,et al. Blurring boundaries between everyday life and pervasive gaming: an interview study of ingress , 2016, MUM.
[44] Mark D. Griffiths,et al. Social Interactions in Massively Multiplayer Online Role-Playing Gamers , 2007, Cyberpsychology Behav. Soc. Netw..
[45] Seungyeop Han,et al. Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games , 2015, CHI.
[46] J. Mitchell Vaterlaus,et al. “Reliving my Childhood Dream of being a Pokémon Trainer”: An Exploratory Study of College Student Uses and Gratifications Related to Pokémon Go , 2018, Int. J. Hum. Comput. Interact..
[47] Przemyslaw Guzik,et al. The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use , 2017, Comput. Hum. Behav..
[48] David G. Rand,et al. In-Group Favoritism Caused by Pokémon Go and the Use of Machine Learning for Principled Investigation of Potential Moderators , 2017 .
[49] Alexander Maedche,et al. How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game , 2017, Comput. Hum. Behav..
[50] Tomasz Oleksy,et al. Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations , 2017, Comput. Hum. Behav..
[51] Jae Kook Lee,et al. Social Media, Network Heterogeneity, and Opinion Polarization , 2014 .
[52] Tobias Greitemeyer,et al. There's no “I” in team: Effects of cooperative video games on cooperative behavior† , 2013 .
[53] P. White. The causal asymmetry. , 2006, Psychological review.
[54] E. Uhlmann,et al. Are members of low status groups perceived as bad, or badly off? Egalitarian negative associations and automatic prejudice , 2006 .
[55] Ralf Steinmetz,et al. Geodata Classification for Automatic Content Creation in Location-Based Games , 2017, JCSG.
[56] Friedemann Pulvermüller,et al. Brain mechanisms linking language and action , 2005, Nature Reviews Neuroscience.
[57] C. Nigg,et al. Pokémon GO May Increase Physical Activity and Decrease Sedentary Behaviors. , 2017, American journal of public health.
[58] Sobah Abbas Petersen,et al. #gottacatchemall: Exploring Pokemon Go in Search of Learning Enhancement Objects. , 2017 .
[59] Bonnie A. Nardi,et al. Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.