Alþýðumenning á Íslandi: 1830 - 1930 ; ritað mál, menntun og félagshreyfingar
In: Sagnfræðirannsóknir 18
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In: Sagnfræðirannsóknir 18
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
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In: Ritið; Kynbundið ofbeldi, Band 18, Heft 3, S. 217-236
ISSN: 2298-8513
This article surveys the ouevre of the Icelandic writer Jakobína Sigurðardóttir (1918-1994) on the occasion of her centenary. Various aspects of her novels, short stories, poetry and memoirs are examined, including the ways in which she presents time in her texts – time as it pertains to individual life spans and the interaction of different generations, as well as time in the life of a nation which could be said to have switched abodes in the course of the 20th Century, moving from rural to urban settings, and during this time the island nation attained sovereignty and independence. narrative is a key element in treating time and historical shifts, and attention is paid to the ways in which Sigurðardóttir both renews realist traditions and resorts to more radical narrative forms, pulling the reader into an active dialogue on gender and generational issues, on social justice and equality, as well on the routes and conditions which connect and mould places of dwelling – individual houses as well as the abode of the nation.