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Sarmāya-i iǧtimāʿī wa salāmat-i iǧtimāʿī: mafāhīm wa rūykardhā
Social capital (Sociology) ; Public health Social aspects
نظريۀ پساستعمارى و کردشناسى
جامعهشناسى خشونت سياسى در افغانستان: از دولت جمهورى تا امارت طالبان
Indo-Iranian thought: a world heritage
Collection of papers on the cultural and social aspects of India and Iran
Ḫušūnat wa farhang: asnād-i maḥramāna-i kašf-i ḥiǧāb (1313 - 1322)
In: Intišārāt-i Sāzmān-i Asnād-i Millī-i Irān 115
Īrān wa masʾala-i pāydārī: dībāčaʾī bar ṭarrāḥī wa taḥlīl-i sīstimhā-i ḥukmrānī
In: ʿUlūm-i Iǧtimāʿī 9
In: علوم اجتماعی 9
Pokémon Go, augmented reality (AR) and player engagement : was it all a hype? : a systematic review ; Pokemon Go, utvidet virkelighet (AR) og spillerengasjement : en systematisk oversikt
The aim of this study was to reveal if there is literature about who's still playing Pokémon Go two years after game launch, and whether players report the AR-aspect as part of the reason they're still engaging in the game. Investigating the phenomenon covered widely by news and social media from this angle could be of interest of public health workers with the ambition to replicate the success. We ran a systematic search resulting in 22 articles included, published between 2016-2018. The results revealed that the main part of the included studies were conducted just around game launch (July 2016) and within the first six months Pokémon Go was out "in the wild". AR was in general not questioned about, and there exists different and vague understandings of what augmented reality actually is. We were not able to identify the typical long-term player engaging with the game, and to what extent AR was a part of the prolonged success. The search also revealed a lack of longitudinal studies (with larger, more representative participant groups) about general social and mental health implications of playing the game. The studies imply a successful combination of several game aspects - whether playing for the adventure and discovering new places, family bonding, general game flexibility, "to pass time", a bit of nostalgia – or just for fun. Further studies are needed to understand of which importance it is to implement an AR- or location-based-feature, the importance of branding, what app/game mechanics appeal to the general and how deeply immersive experiences through a mobile screen are able to affect us, dragging us into an augmented world – and keeping us there. ; M-FOL
BASE
Institutions and patronage in Renaissance music
In: A library of essays on Renaissance music
The practice and composition of music require patronage and institutional support, and they require it in a different fashion from that found in other forms of art. This collection of essays brings together the most recent and important contributions by leading scholars in the field to this crucial aspect of Renaissance musical culture. The articles approach the topic from a number of perspectives and consider the institutions and individuals engaged in supporting music; the systems of employment, benefices and sponsorship put in place to facilitate the support; and where, how and why music was sung and played. Taken together, these articles enable conclusions to be drawn about the interests of patrons and about the social and artistic status of musicians and composers within the courtly and urban context. - Publisher