An adoption framework for mobile augmented reality games: The case of Pokémon Go
By Philipp A. Rauschnabel, Alexander Rossmann, M. T. tom Dieck. Computers in Human Behavior, 2017
442 citations recorded by the source corpus.
Subfields: Information Systems and Management, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/d151d0c87e01fc37e8dc966cadf95054263343cf
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In Information Systems and Management
In Sociology and Political Science
In Human-Computer Interaction
Citations in the corpus
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “The explosion in popularity of AR, thanks to the videogame Pokémon Go, has attracted worldwide attention (Rauschnabel, Rossmann, & tom Dieck, 2017), which highlights its potential to offer memorable experiences to the customer (Jung, Chung, & Leue, 2015; Yaoyuneyong, Foster, Johnson, & Johnson,…”
- Hey Alexa ... examine the variables influencing the use of artificial intelligent in-home voice assistants (2019, background): “Accordingly, it has been applied in traditional media such as radio, television and newspapers (Bantz, 1982; Leung and Wei, 1998), and interactive media including the Internet and websites (Flanagin and Metzger, 2001), social networks (OseiFrimpong and McLean, 2018), online games (Wu et al, 2010), v”