Why do people play location-based augmented reality games: A study on Pokémon GO

Location-based augmented reality (AR) games are pervasive games that tie into the everyday life of the players and transform their mundane surroundings into a part of the game world [6]. After being published in July 2016, Pokémon GO (PGO) [8] became the first location-based AR game to garner mainstream popularity and one of the most successful mobile games in general. The game peaked at 28.5 million daily unique players in the United States alone a week after its launch [3], it had reached over 750 million downloads worldwide within its first year [7], and had made $1.8 billion in revenue with in-app purchases in two years [9]. Previously, location-based augmented reality games had mostly been research prototypes or games without significant commercial success [13], but after the success of PGO, many location-based AR games are now entering the market. In this article, we will use PGO as a case to study why people play location-based AR games. 

In PGO, players act as Pokémon trainers and walk in the real world, using their mobile app to navigate in the game world while trying to find, catch, hatch, train, evolve, and fight Pokémon creatures. The player’s location is tracked by GPS, while the game shows an overlay map of the game world, showing the nearby Pokémon and other interest points on it. The player can tap any nearby Pokémon to change into the catch mode, where the player can throw Poké Balls at them. A successful catch will add the creature into the player’s Pokémon collection, Pokédex, and the aim is to collect all the different creatures, which has been one of the main reasons to continue playing the game [14]. PGO is based on the popular and already over two decades old Pokémon franchise, which has been one of the key reasons to play PGO according to previous studies [14]; [17].

PGO ties into many research interests from the last decade. It is a location-based pervasive game [6]; [15] that utilizes context-information [11] and AR [2]; [5]. It ties into a transmedia storyworld [4] while including elements from exergames [16], treasure hunts [6], geocaching [10], and free-to-play games [1]; [12]

We look at why people play location-based AR games through PGO. With its exceptional success in this area, it is an important artifact to research from the cultural, academic, and game design perspectives. To study why PGO reached such popularity, we investigate 1) why players have started to play PGO, 2) why they continue playing it, and if so, 3) why they have stopped playing it. We employ survey data gathered from PGO players (N=2612) and a mixed-method design containing both qualitative and quantitative analyses. The contributions of this paper are three-fold: 1) we provide new information on this culturally important phenomenon, 2) the findings can be used in follow-up quantitative studies by operationalizing our findings into variables, and 3) the findings can be used when designing location-based AR game experiences.


Why do people play location-based augmented reality games: A study on Pokémon GO

Kati Alha
Elina Koskinen
Janne Paavilainen
Juho Hamari

Citation: Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based augmented reality games: A study on Pokémon GO. Computers in Human Behavior, 93, 114-122.
DOI: https://doi.org/10.1016/j.chb.2018.12.008

Please see the paper for full details: 
Journal
ResearchGate

Abstract

Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n=2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player’s personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.

Reference:

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