英文摘要 |
This study explores how player experiences were created in the Pokémon Go, a mobile game, under the lens of hermeneutic phenomenology. Auto-ethnographic data was collected and analyzed with hermeneutic phenomenology. The analysis of data identified the following themes of the making of player experiences: player experiences as hybrid experiences created by players; the rule and goal of game are not default; experiences are created through borrowing or drawing on local resources; and the player experience as an organizing process. The making of player experience is an entrepreneuring process in essence. Player experiences are organized by player through analogy and bricolage. Hence, it is possible to introduce games with similar feature into entrepreneurship education for promoting entrepreneurial mindset among students. |