Ludologic design and augmented reality. The game experience in Pokémon Go! (Niantic, 2016)

Authors

DOI:

https://doi.org/10.4185/RLCS-2017-1185

Keywords:

Video Games, Augmented Reality, Ludology, Narratology, Pokémon Go!

Abstract

The main objective in our research is to identify the narrative and ludological processes between the Pokemon Go! players, the most relevant “augmented reality” video game till now. Methodology: We applied a socio-metric tool validated by different professionals to 332 gamers selected with a non-probabilistic but incidental strategy. Results and conclusions: The results reveal that we can´t find a correlation between the previous narrative knowdlege of the Pokémon universe with the perception of the ludofictional processes of the game. The insight of the gamers are more connected with the mechanics, rules and objectives of the game by itself. Our research contributes by the proposal of a new tool for measuring the quantitative inputs of the ludological perceptions. At the same time, we propose for the first time a quantitative research based on the game habits of an augmented reality product.

Downloads

Download data is not yet available.

Author Biographies

Aarón Rodríguez Serrano, Jaume I University

Ph. D. In Comunication Studies. Researcher in the Universitat Jaume I (Castellon). Postgraduate in History and Aesthetic of Cinematography (Universidad de Valladolid) and secretary of the Post Graduate in New Trends and Processes of Communication (UJI).

Graduated in philosophy (UNED), and egresated of the Yad-Vashem seminars (Jerusalem). He has published several books, including Apocalipsis pop! El cine de las sociedades del malestar (Ed. Notorious, 2012) and Espejos en Auschwitz: Apuntes sobre cine y Holocausto (Ed. Shangrila, 2015).

Marta Martín-Núñez, Jaume I University

Ph. D. In Communication (UJI). She teaches photography and narrative video game design. She has contributed as a researcher visitor to the Digital Cultures Research Center (Persasive Media, Bristol) and in Roehampton University (London).

Since 2016, she´s the director of the Communication Lab of the UJI. Member of the board in L´atalante Journal, in the Nau LLibre´s collection Guias para ver y analizar and editor in adComunica. Revista Científica de Estrategias, Tendencias e Innovación en Comunicación.

Samuel Gil-Soldevila, Jaime I University

Grantee (PDI-MINECO) working in his Ph. D. On the University Jaume I. Post graduate student of the Master in New Trends and Processes of Inovation in Communication. Degree in Advertising (UJI) and in Theology (Facultad Adventista de Teología de Sagunto).

He is studying methodologies of research in communication and the connection between the brands, the advertising and the new ways of spirituality

References

Aierbe-Barandiaran, A. & Oregui-González, E. (2016). Valores y emociones en narraciones audiovisuales de ficción infantil. Values and Emotions in Children’s Audiovisual Fictional Narratives. 24(47), 69–77. https://www.revistacomunicar.com/index.php?contenido=detalles&numero=47&articulo=47-2016-07 DOI: https://doi.org/10.3916/C47-2016-07

Alvira, F. (2011). La encuesta: una perspectiva general metodológica. Colección de Cuadernos Metodológicos Num 35(6).

Azuma, R. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. https://www.cs.unc.edu/~azuma/ARpresence.pdf DOI: https://doi.org/10.1162/pres.1997.6.4.355

Bainbridge, J. (2014). It’s a Pokemon World: The Pokemon franchise and the environment. International Journal of Cultural Studies, 17, 399–414. http://doi.org/10.1177/1367877913501240 DOI: https://doi.org/10.1177/1367877913501240

Baranowski, T. (2016). Pokémon Go, go, go, gone? Games for Health Journal. http://doi.org/10.1089/g4h.2016.01055.tbp DOI: https://doi.org/10.1089/g4h.2016.01055.tbp

Bond, E. (2013). Mobile phones, risk and responsability: Understanding children’s perceptions. Cyberpsychology: Journal of Psychological Research on Cyberspace, 7(1). DOI: https://doi.org/10.5817/CP2013-1-3

Chicharro Merayo, M. (2014). Jóvenes, ficción televisiva y videojuegos: espectáculo, tensión y entrenimiento. Tendencias generales de consumo. Revista de Estudios de Juventud, 106(77–91).

Coyne, S. M., Jensen, A. C., Smith, N. J. & Erickson, D. H. (2016). Super Mario brothers and sisters: Associations between coplaying video games and sibling conflict and affection. Journal of Adolescence, 47, 48–59. http://doi.org/10.1016/j.adolescence.2015.12.001 DOI: https://doi.org/10.1016/j.adolescence.2015.12.001

Frasca, G. (1999). Ludology meets narratology: Similitude and differences between (video) games and narrative. Ludology. Org, 1–15.

Frasca, G. (2003). Ludologists Love Stories , Too : Notes From a Debate That Never Took Place. Game Studies, 92–99. http://www.digra.org/wp-content/uploads/digital-library/05163.01125.pdf

Gairín Sallán, J. (2014). Estudio sobre los usos y abusos de las Tecnologías de la Información y la Comunicación en adolescentes. 135.

Gaitán Moya, J. & Piñuel Raigada, J. L. (2010). Técnicas de investigación en comunicación social: Elaboración y registro de datos. Madrid: Síntesis.

Geraghty, L. (2015). An evolutionary journey: Pokémon, mythic quests and the culture of challenge. In Beeler, K. & Beeler, S. (Eds.), Children´s Films in Digital Age. Essays on audience, adaptation and consumer culture (pp. 78–88). Jefferson: McFarland & Company.

Juul, J. (1999). A Clash between Game and Narrative. Danish Literature, 1, 95.

Juul, J. (2001). Games Telling stories? - A Brief Note on Games and Narratives. Game Studies, 1(1), 1–12.

Lahti, I. (2016). Representation of Primary Characters in Narrative-based Games. DiVA (Digitala Vetenskapliga Arkivet), 1, 1–32.

López Gómez, J. E., García García, F. & García Guardia, M. L. (2012). La capacidad de constancia es un componente básico de la competencia afán de logro: orientación a resultados en alumnos de educación secundaria. Étic@Net, 1(12), 38–65. DOI: https://doi.org/10.30827/eticanet.v12i1.16831

Madhuri, S., Olsen, J., Sigsgaard, T. & Kheifets, L. (2016). Trends in cell phone use among children in the Danish national birth cohort at ages 7 and 11 years. Journal of Exposure Science & Enviromental Epidemiology, 26, 606–612. DOI: https://doi.org/10.1038/jes.2016.17

Márquez, I. V. (2012). Nostalgia videolúdica: un acercamiento al movimiento chiptune. Trans. Revista Transcultural de Música, (16), 1–21.

Murray, J. H. (1999). Hamlet en la holocubierta : el futuro de la narrativa en el ciberespacio. Barcelona: Paidós.

Navarro Remesal, V. (2016). Libertad dirigida: Una gramática del análisis y diseño de videojuegos. Santander: Shangrila.

Pérez Latorre, Ó. (2012). El Lenguaje videolúdico : análisis de la significación del videojuego. Barcelona : Lartes.

Planells, A. J. (2013). Arte pixelado, nostalgia y géneros perdidos: “Resonance” o el resurgir de la aventura gráfica clásica. Arte, DIseño e Ingeniería, 2, 8–15.

Planells, A. J. (2015). Videojuegos y mundos de ficción. Madrid: Cátedra.

Ricoy, M. C. & Ameneiros, A. (2016). Preferencias, dedicación y problemáticas generadas por los videojuegos: Una perspectiva de género. Revista Complutense de Educación, 27(3), 1291–1308. http://doi.org/10.5209/rev_RCED.2016.v27.n3.48445 DOI: https://doi.org/10.5209/rev_RCED.2016.v27.n3.48445

Rodríguez Serrano, A. (2014). Cuando los videojuegos escribieron el Holocausto: Análisis de Wolfenstein: The New Order(Machinegames, 2014). Historia Y Comunicación Social, 19, 193–207. http://doi.org/10.5209/rev_HICS.2014.v19.47292 DOI: https://doi.org/10.5209/rev_HICS.2014.v19.47292

Serino, M., Cordrey, K., McLaughlin, L. & Milanaik, R. L. (2016). Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current Opinion in Pediatrics, 1–5. http://doi.org/10.1097/MOP.0000000000000409 DOI: https://doi.org/10.1097/MOP.0000000000000409

Siabra Fraile, J. A. (2012). Bosquejo de una metafísica del videojuego. El Ejido: Círculo Rojo.

Torrado Fonseca, M. (2004). Estudios de encuesta. Metodología de la Investigación Educativa, 231–257.

Published

2017-06-20

How to Cite

Rodríguez Serrano, A., Martín-Núñez, M., & Gil-Soldevila, S. (2017). Ludologic design and augmented reality. The game experience in Pokémon Go! (Niantic, 2016). Revista Latina De Comunicación Social, (72), 667–678. https://doi.org/10.4185/RLCS-2017-1185

Issue

Section

Miscellaneous