{"id":1339,"date":"2019-08-06T17:07:45","date_gmt":"2019-08-06T14:07:45","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=1339"},"modified":"2019-08-06T17:07:45","modified_gmt":"2019-08-06T14:07:45","slug":"why-do-people-play-location-based-augmented-reality-games-a-study-on-pokemon-go","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2019\/08\/06\/why-do-people-play-location-based-augmented-reality-games-a-study-on-pokemon-go\/","title":{"rendered":"Why do people play location-based augmented reality games: A study on Pok\u00e9mon GO"},"content":{"rendered":"<p><a href=\"https:\/\/cdn0.tnwcdn.com\/wp-content\/blogs.dir\/1\/files\/2016\/09\/pokemon-go-google-maps-timeline-activity-img-796x479.jpg\"><span style=\"font-weight: 400;\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1340 size-full\" src=\"https:\/\/webpages.tuni.fi\/gamification\/wp-content\/uploads\/2019\/08\/pokemon-go-google-maps-timeline-activity-img-796x479.jpg\" alt=\"\" width=\"796\" height=\"479\" \/><\/span><\/a><\/p>\n<p><span style=\"font-weight: 400;\">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 <span style=\"font-size: 10px;\">[6]<\/span>. After being published in July 2016, Pok\u00e9mon GO (PGO) <span style=\"font-size: 10px;\">[8]<\/span> 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 <span style=\"font-size: 10px;\">[3]<\/span>, it had reached over 750 million downloads worldwide within its first year <span style=\"font-size: 10px;\">[7]<\/span>, and had made $1.8 billion in revenue with in-app purchases in two years <span style=\"font-size: 10px;\">[9]<\/span>. Previously, location-based augmented reality games had mostly been research prototypes or games without significant commercial success <span style=\"font-size: 10px;\">[13]<\/span>, 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.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In PGO, players act as Pok\u00e9mon 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 Pok\u00e9mon creatures. The player\u2019s location is tracked by GPS, while the game shows an overlay map of the game world, showing the nearby Pok\u00e9mon and other interest points on it. The player can tap any nearby Pok\u00e9mon to change into the catch mode, where the player can throw Pok\u00e9 Balls at them. A successful catch will add the creature into the player\u2019s Pok\u00e9mon collection, Pok\u00e9dex, and the aim is to collect all the different creatures, which has been one of the main reasons to continue playing the game <span style=\"font-size: 10px;\">[14]<\/span>. PGO is based on the popular and already over two decades old Pok\u00e9mon franchise, which has been one of the key reasons to play PGO according to previous studies <span style=\"font-size: 10px;\">[14]; [17]<\/span>.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">PGO ties into many research interests from the last decade. It is a location-based pervasive game <span style=\"font-size: 10px;\">[6]; [15]<\/span> that utilizes context-information <span style=\"font-size: 10px;\">[11]<\/span> and AR <span style=\"font-size: 10px;\">[2]; [5]<\/span>. It ties into a transmedia storyworld <span style=\"font-size: 10px;\">[4]<\/span> while including elements from exergames <span style=\"font-size: 10px;\">[16]<\/span>, treasure hunts <span style=\"font-size: 10px;\">[6]<\/span>, geocaching <span style=\"font-size: 10px;\">[10]<\/span>, and free-to-play games <span style=\"font-size: 10px;\">[1]; [12]<\/span>.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">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.<\/span><\/p>\n<hr \/>\n<p><b>Why do people play location-based augmented reality games: A study on Pok\u00e9mon GO<\/b><\/p>\n<p><b>Kati Alha<\/b><br \/>\n<b>Elina Koskinen<\/b><br \/>\n<b>Janne Paavilainen<\/b><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/j-hamari\/\"><b>Juho Hamari<\/b><\/a><\/p>\n<p><b><i>Citation:<\/i><\/b> <span style=\"font-weight: 400;\">Alha, K., Koskinen, E., Paavilainen, J., &amp; Hamari, J. (2019). <\/span><b>Why do people play location-based augmented reality games: A study on Pok\u00e9mon GO.<\/b> <i><span style=\"font-weight: 400;\">Computers in Human Behavior, 93, 114-122.<\/span><\/i><br \/>\n<span style=\"font-weight: 400;\">DOI: https:\/\/doi.org\/10.1016\/j.chb.2018.12.008<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Please see the paper for full details:\u00a0<\/span><br \/>\n<a href=\"https:\/\/www.sciencedirect.com\/science\/article\/pii\/S0747563218305946\"><span style=\"font-weight: 400;\">Journal<\/span><\/a><br \/>\n<a href=\"https:\/\/www.researchgate.net\/publication\/329418045_Why_Do_People_Play_Location-Based_Augmented_Reality_Games_A_Study_on_Pokemon_GO\"><span style=\"font-weight: 400;\">ResearchGate<\/span><\/a><\/p>\n<p><b>Abstract<\/b><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Pok\u00e9mon 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 Pok\u00e9mon 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\u2019s 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 Pok\u00e9mon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.<\/span><\/span><\/p>\n<p><b>Reference:<\/b><\/p>\n<p><span style=\"font-size: 12px;\"><span style=\"font-weight: 400;\">[1]Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., &amp; Kinnunen, J. (2014). Free-to-play games: Professionals\u2019 perspectives. Proceedings of DiGRA Nordic 2014.<br \/>\n<span style=\"font-weight: 400;\">[2]Bichard, J-P., &amp; Waern, A. (2008). Pervasive play, immersion and story: Designing interference. Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts. 10-17.<br \/>\n<span style=\"font-weight: 400;\">[3]ComScore. (2017). Cross-platform future in focus 2017 U.S. White paper.<br \/>\n<span style=\"font-weight: 400;\">[4]Dena, C. (2009). Transmedia practice: Theorizing the practice of expressing a fictional world across distinct media and environments. Doctoral Dissertation. University of Sydney, Australia.<br \/>\n<span style=\"font-weight: 400;\">[5]Lindt, I., Ohlenburg, J., Pankoke-Babatz, U., &amp; Ghellal, S. (2007). A report on the crossmedia game epidemic menace. Computers in Entertainment, 5(1).<br \/>\n<span style=\"font-weight: 400;\">[6]Montola, M., Stenros, J., &amp; Waern, A. (2009). Pervasive games: Theory and design. Morgan Kaufman, Amsterdam.<br \/>\n<span style=\"font-weight: 400;\">[7]Minotti, M. (2017). Pok\u00e9mon Go passes $1.2 billion in revenue and 752 million downloads. In VentureBeat. Retrieved March 8, 2018 from https:\/\/venturebeat.com\/2017\/06\/30\/pokemon-go-passes-1-2-billion-in-revenue-and-752- million-downloads\/<br \/>\n<span style=\"font-weight: 400;\">[8]Niantic. (2016). Pok\u00e9mon GO.<br \/>\n<span style=\"font-weight: 400;\">[9]Nelson, R. (2018). Pok\u00e9mon GO revenue hits $1.8 billion on its two year launch anniversary. In Sensor Tower. Retrieved August 29, 2018 from https:\/\/sensortower.com\/blog\/pokemon- go-revenue-year-two<br \/>\n<span style=\"font-weight: 400;\">[10]O\u2019Hara, K. (2008). Understanding Geocaching practices and motivations. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI \u030108), 1177-1186.<br \/>\n<span style=\"font-weight: 400;\">[11]Paavilainen, J. Korhonen, H., Saarenp\u00e4\u00e4, H., &amp; Holopainen, J. (2009). Player perception of context information utilization in pervasive mobile games. Proceedings of the 2009 DiGRA Conference, 1-8.<br \/>\n<span style=\"font-weight: 400;\">[12]Paavilainen, J. Hamari, J., Stenros, J., &amp; Kinnunen, J. (2013). Social network games: Players\u2019 perspective. Simulation &amp; Gaming, 44(6), 794\u2013820.<br \/>\n<span style=\"font-weight: 400;\">[13]Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., &amp; M\u00e4yr\u00e4, F. (2017). The Pok\u00e9mon GO experience: A location-based augmented reality mobile game goes mainstream. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. New York: ACM, 2493-2498.<br \/>\n<span style=\"font-weight: 400;\">[14]Rasche, P., Schlomann, A., &amp; Mertens, A. (2017). Who is still playing Pok\u00e9mon Go? A web-based survey. JMIR Serious Games. 5(2).<br \/>\n<span style=\"font-weight: 400;\">[15]Sotamaa, O. (2002). All the world\u2019s a Botfighter stage: Notes on location-based multi-user gaming. Proceedings of Computer Games and Digital Cultures Conference. Tampere University Press, Tampere, Finland.<br \/>\n<span style=\"font-weight: 400;\">[16]Southerton, C. (2014). \u2018Zombies, Run!\u2019: Rethinking immersion in light of nontraditional gaming contexts. In D. Polson, A-M. Cooke, J.T. Velikovsky, J.T., A. Brackin (eds.) Transmedia Practice: A Collective Approach. Inter-Disciplinary Press, United Kingdom.<br \/>\n<span style=\"font-weight: 400;\">[17]Zsila, \u00c1., Orosz, G., B\u0151the, B., T\u00f3th-Kir\u00e1lyab, I., Kir\u00e1ly, O., Griffiths, M., &amp; Demetrovics, Z. (2017). An empirical study on the motivations underlying augmented reality games: The case of Pok\u00e9mon Go during and after Pok\u00e9mon fever. Personality and Individual Differences.<\/span><\/span><br \/>\n<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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, Pok\u00e9mon GO (PGO) [8] became the first location-based AR&#8230;<\/p>\n","protected":false},"author":7,"featured_media":1340,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,12,20,26],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1339"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=1339"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1339\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/1340"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=1339"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=1339"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=1339"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}