2017
DOI: 10.5824/1309-1581.2017.5.012.x
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A Qualitative Research on the Supportive Components of Pokemon Go Addiction

Abstract: The concept of digital game addiction has been taking more place in our lifes by the development of new media communication. In this context, Pokemon Go which is an augmented reality game, has been determined as study topic. By the direction of Pokemon GO players' statements, the study aims to determine components which impel or do not impel the gamers to the game addiction. Semi-structured interview technique has been performed in the study. In the context of research, purposive sampling method has been used … Show more

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Cited by 7 publications
(3 citation statements)
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“…It boosts real things and lights them up with computer-made pictures. This makes a back-and-forth user experience [12]. The adventure of Pokémon Go, an AR game developed by Niantic, is the most well-known application of augmented reality in recent times.…”
Section: Augmented Realitymentioning
confidence: 99%
“…It boosts real things and lights them up with computer-made pictures. This makes a back-and-forth user experience [12]. The adventure of Pokémon Go, an AR game developed by Niantic, is the most well-known application of augmented reality in recent times.…”
Section: Augmented Realitymentioning
confidence: 99%
“…Prior works have found shreds of evidence of addictions to various virtual cyberspaces or digital platforms such as smartphones (Lanette et al, 2018), VR (Rajan et al, 2018), AR (Ertel et al, 2017), and so on. User addictions to cyberspaces could lead to psychological issues and mental disorders, such as depression, loneliness, as well as user aggression (Jeong et al, 2015).…”
Section: Ethical Threadsmentioning
confidence: 99%
“…Lee et al [95] pose the question of whether the metaverse will advance media addiction to the next level because this kind of VR will provide a super-realistic experience that highly resembles the real world. Some authors have been researching addiction to platforms and online concepts that will be integrated into the metaverse, in one form or another, such as virtual reality gaming [103], augmented reality [104], smartphones [105], and social media [106].…”
Section: An Introduction To the Metaverse Addictionmentioning
confidence: 99%