ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE

Detalhes bibliográficos
Autor(a) principal: Bezerra, Irvin Soares
Data de Publicação: 2018
Outros Autores: Costa, Dimítri de Araújo, Silva, Francisco de Assis da, Isaza, Carlos Alberto, Silva, Geuba Maria Bernardo da
Tipo de documento: Artigo
Idioma: por
Título da fonte: Environmental Smoke
Texto Completo: https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23
Resumo: In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself.
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spelling ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTUREPervasive computingHeuristicsHuman-Computer Interaction.In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself.Environmental Smoke Institute2018-12-31info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/2310.32435/envsmoke.20181215-29Environmental Smoke; Vol. 1 No. 2 (2018); 15-29Environmental Smoke; v. 1 n. 2 (2018); 15-292595-5527reponame:Environmental Smokeinstname:Environmental Smokeinstacron:ESporhttps://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23/27Copyright (c) 2018 Irvin Soares Bezerra, Dimítri de Araújo Costa, Francisco de Assis da Silva, Carlos Alberto Isaza, Geuba Maria Bernardo da Silvainfo:eu-repo/semantics/openAccessBezerra, Irvin SoaresCosta, Dimítri de AraújoSilva, Francisco de Assis daIsaza, Carlos AlbertoSilva, Geuba Maria Bernardo da2021-03-14T04:46:25Zoai:ojs.pkp.sfu.ca:article/23Revistahttps://environmentalsmoke.com.br/index.php/EnvSmokePRIhttps://environmentalsmoke.com.br/index.php/EnvSmoke/oaismoke@environmentalsmoke.com.br2595-55272595-5527opendoar:2023-01-12T16:41:16.734838Environmental Smoke - Environmental Smokefalse
dc.title.none.fl_str_mv ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
title ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
spellingShingle ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
Bezerra, Irvin Soares
Pervasive computing
Heuristics
Human-Computer Interaction.
title_short ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
title_full ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
title_fullStr ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
title_full_unstemmed ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
title_sort ANALYSIS OF THE “POKÉMON GO” ENVIRONMENT CONSIDERING THE PERVASIVE INFORMATION ARCHITECTURE
author Bezerra, Irvin Soares
author_facet Bezerra, Irvin Soares
Costa, Dimítri de Araújo
Silva, Francisco de Assis da
Isaza, Carlos Alberto
Silva, Geuba Maria Bernardo da
author_role author
author2 Costa, Dimítri de Araújo
Silva, Francisco de Assis da
Isaza, Carlos Alberto
Silva, Geuba Maria Bernardo da
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Bezerra, Irvin Soares
Costa, Dimítri de Araújo
Silva, Francisco de Assis da
Isaza, Carlos Alberto
Silva, Geuba Maria Bernardo da
dc.subject.por.fl_str_mv Pervasive computing
Heuristics
Human-Computer Interaction.
topic Pervasive computing
Heuristics
Human-Computer Interaction.
description In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the “Pokémon GO” application, considering the Architecture of Pervasive Information in which, the motivation of the use of this subject was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results, the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself.
publishDate 2018
dc.date.none.fl_str_mv 2018-12-31
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23
10.32435/envsmoke.20181215-29
url https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23
identifier_str_mv 10.32435/envsmoke.20181215-29
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://environmentalsmoke.com.br/index.php/EnvSmoke/article/view/23/27
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Environmental Smoke Institute
publisher.none.fl_str_mv Environmental Smoke Institute
dc.source.none.fl_str_mv Environmental Smoke; Vol. 1 No. 2 (2018); 15-29
Environmental Smoke; v. 1 n. 2 (2018); 15-29
2595-5527
reponame:Environmental Smoke
instname:Environmental Smoke
instacron:ES
instname_str Environmental Smoke
instacron_str ES
institution ES
reponame_str Environmental Smoke
collection Environmental Smoke
repository.name.fl_str_mv Environmental Smoke - Environmental Smoke
repository.mail.fl_str_mv smoke@environmentalsmoke.com.br
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