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Pokemon Go: Virtual Invading Reality

Neil Bendle; Xiaoke Xu;

商品編號:9B17A032
出版日期:2017/06/08
再版日期:2017/06/08
商品來源:Ivey
商品主題:International Business; Marketing
商品類型:Case (Pub Mat)
涵蓋議題:augmented reality;technology;social outcomes
難易度:4 - Undergraduate/MBA
內容長度:8 頁
地域:Canada; United States
產業:Arts; Entertainment; Sports and Recreation;
事件年度:2016

In June 2016, the augmented reality game Pokemon GO quickly became one of the hottest topics in the world, changing both the online and offline behaviours of players. Pokemon GO was jointly developed by the San Francisco-based firm Niantic Inc. and The Pokemon Company, based in Japan, and was underwritten by the Japanese video game giant Nintendo. The game, which overlaid virtual items and creatures onto the physical world, allowed smartphone users to seek out and capture a variety of virtual monsters in real-world locations. With easy-to-follow game rules, Pokemon GO rapidly picked up a wide range of players and, within a relatively short period of time, generated considerable income through in-app purchases. The sudden popularity (and the eventual decline in interest) of the new game provoked debates about the technology behind it. How could developers use augmented reality technology to satisfy customer needs, address business challenges, and promote social welfare?

教學手冊:8B17A032;
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