{"id":673,"date":"2018-10-22T13:40:47","date_gmt":"2018-10-22T10:40:47","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=673"},"modified":"2018-10-22T13:40:47","modified_gmt":"2018-10-22T10:40:47","slug":"uses-and-gratifications-in-pokemon-go-why-do-people-play-mobile-location-based-augmented-reality-games","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2018\/10\/22\/uses-and-gratifications-in-pokemon-go-why-do-people-play-mobile-location-based-augmented-reality-games\/","title":{"rendered":"Uses and gratifications in Pok\u00e9mon Go: Why do people play mobile location-based augmented reality games?"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-674 size-full\" src=\"https:\/\/webpages.tuni.fi\/gamification\/wp-content\/uploads\/2018\/10\/pokemon.jpg\" alt=\"\" width=\"1600\" height=\"910\" \/><\/p>\n<p style=\"text-align: center;\">Image Source:https:\/\/www.criticsatlarge.ca\/2016\/08\/fad-or-fantastic-niantics-pokemon-go.html<\/p>\n<p><span style=\"font-weight: 400;\">Launched in the USA on 6 July 2016 (and currently available in over 130 countries), Pok\u00e9mon Go is a free-to-play\/freemium mobile game based on a Japanese transmedia franchise and built on a pre-existing mobile game platform by Niantic, Inc. During the first two months of its launch, the game was downloaded more than 500 million times <\/span><span style=\"font-weight: 400;\">[20]<\/span><span style=\"font-weight: 400;\">. That year, Pok\u00e9mon Go won the titles of \u201cbest mobile\/handheld game,\u201d as well as \u201cbest family game\u201d <\/span><span style=\"font-weight: 400;\">[23]<\/span><span style=\"font-weight: 400;\">. Early statistics by Niantic Labs state that since the launch of the game, Pok\u00e9mon Go players have collectively walked over 8.7 billion kilometers and caught 88 billion Pok\u00e9mons <\/span><span style=\"font-weight: 400;\">[17]<\/span><span style=\"font-weight: 400;\">. The popularity of Pok\u00e9mon Go is also evident in the fact that the term \u201cPok\u00e9mon Go\u201d was the leading search term in the recently published Google search trends 2016 <\/span><span style=\"font-weight: 400;\">[4]<\/span><span style=\"font-weight: 400;\">. Beyond being a location-based game (LBG), Pok\u00e9mon Go and others like it can also be classified as augmented reality games (ARGs), games that are particularly focused on overlaying digital content onto everyday surroundings. Common to these games and activities is that they create hybrid spaces that challenge the dichotomy of the physical and the digital; spaces that \u201cmerge the physical and the digital in a social environment created by the mobility of users connected via mobile technology devices\u201d<\/span><span style=\"font-weight: 400;\">[3]<\/span><span style=\"font-weight: 400;\">. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">While there has been a remarkable amount of research on players, player experiences, and the gratifications they derive from games (e.g.<\/span><span style=\"font-weight: 400;\">[1][2][5][6][7][8][9][13][18][19][22]<\/span><span style=\"font-weight: 400;\">), as well as on player types and orientations <\/span><span style=\"font-weight: 400;\">[10][14][21][24]<\/span><span style=\"font-weight: 400;\">, LBGs and ARGs are a novel and multifaceted development, not only in the games space but also culturally. As such they can be seen to afford several kinds of experiences and gratifications for their users that are not necessarily found in more traditional forms of games or media, and especially not in such combinations. These include experiences such as outdoor adventures, communal activities, health benefits, and gratifications, which relate to games in general. Also, having recently broken through to a more mainstream audience with the success of Pok\u00e9mon Go, these games and their players provide a culturally and historically opportune vector for closer study. Moreover, Pok\u00e9mon Go is also a free-to-play game implying that it generates revenues mainly through the sales of in-game content and virtual goods (refer e.g. <\/span><span style=\"font-weight: 400;\">[11][12][15][16]<\/span><span style=\"font-weight: 400;\">). <\/span><\/p>\n<p><span style=\"font-weight: 400;\">All of these above-mentioned aspects prompt interesting and relevant research questions as to what gratifications people derive from ARGs\/LBGs (such as Pok\u00e9mon Go) and which gratifications lead to more active playing and purchasing behavior in these new forms of games. Therefore, in this study, we investigate the relationships between the gratifications people derive from alternate reality games (Pok\u00e9mon Go), and their intentions to continue playing and spending money in them. To investigate this, we employ data gathered among players of Pok\u00e9mon Go. <\/span><\/p>\n<p><b>Abstract<\/b><\/p>\n<p><span style=\"font-weight: 400;\">In recent years, augmented reality games (ARGs) such as Pok\u00e9mon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pok\u00e9mon Go) and the relationship of these gratifications with the players\u2019 intentions to continue playing and spending money on them. We employ data drawn from players of Pok\u00e9mon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Please see the paper for full details:<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Journal: <\/span><a href=\"https:\/\/doi.org\/10.1080\/10447318.2018.1497115\"><span style=\"font-weight: 400;\">https:\/\/doi.org\/10.1080\/10447318.2018.1497115<\/span><\/a><\/p>\n<p><span style=\"font-weight: 400;\">RG: <\/span><a href=\"https:\/\/www.researchgate.net\/publication\/326589917_Uses_and_Gratifications_of_Pokemon_Go_Why_do_People_Play_Mobile_Location-Based_Augmented_Reality_Games\"><span style=\"font-weight: 400;\">https:\/\/www.researchgate.net\/publication\/326589917_Uses_and_Gratifications_of_Pokemon_Go_Why_do_People_Play_Mobile_Location-Based_Augmented_Reality_Games<\/span><\/a><\/p>\n<p><b><i>Citation:<\/i><\/b> <span style=\"font-weight: 400;\">Hamari, J., Malik, A., Koski, J., &amp; Johri, A. (2018). <\/span><b>Uses and Gratifications of Pok\u00e9mon Go: Why do People Play Mobile Location-Based Augmented Reality Games?<\/b> <i><span style=\"font-weight: 400;\">International Journal of Human-Computer Interaction.<\/span><\/i><\/p>\n<p>&nbsp;<\/p>\n<p><b><span style=\"font-size: 16px;\">Authors<\/span><\/b><\/p>\n<p><a href=\"https:\/\/webpages.tuni.fi\/gamification\/j-hamari\/\"><b>Juho Hamari<\/b><\/a><\/p>\n<p><b>Aqdas Malik<\/b><\/p>\n<p><b>Johannes Koski<\/b><\/p>\n<p><b>Aditya Johri<\/b><\/p>\n<p>&nbsp;<\/p>\n<p><b>References<\/b><\/p>\n<p><span style=\"font-weight: 400;\">[1]Chen, V.-H.-H., Duh, H. B.-L., Phuah, P. S. K., &amp; Lam, D. Z. Y. (2006). Enjoyment or engagement? role of social interaction in playing massively multiplayer online role-playing games (MMORPGS). In International Conference on Entertainment Computing (pp. 262\u2013267). Springer.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[2]Chen, C., &amp; Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4), 1155\u20131166. doi:10.1016\/ j.tele.2015.11.005<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[3]De Souza E Silva, A. (2006). From cyber to hybrid mobile technologies as interfaces of hybrid spaces. Space and Culture, 9(3), 261\u2013278. doi:10.1177\/1206331206289022<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[4]Google\u2019s Year in Search. (2016). Retrieved January 19, 2017, from https:\/\/ g.co\/trends\/eRiqE <\/span><\/p>\n<p><span style=\"font-weight: 400;\">[5]Hamari, J., &amp; Keronen, L. (2017b). Why do people play games? A Meta- Analysis. International Journal of Information Management, 37(3), 125\u2013141. doi:10.1016\/j.ijinfomgt.2017.01.006<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[6]Hamari, J., &amp; Sj\u00f6blom, M. (2017). What is eSports and why do people watch it?. Internet Research, 27(2), 211\u2013232. doi:10.1108\/IntR-04-2016-0085<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[7]Hou, J. (2011). Uses and gratifications of social games: Blending social networking and game play. First Monday, 16, 7. doi:10.5210\/fm.v16i7.3517<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[8]Hsu, C.-L., &amp; Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information &amp; Management, 41(7), 853\u2013868. doi:10.1016\/j.im.2003.08.014<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[9]Huang, L.-Y., &amp; Hsieh, Y.-J. (2011). Predicting online game loyalty based on need gratification and experiential motives. Internet Research, 21 (5), 581\u2013598. doi:10.1108\/10662241111176380<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[10]Hamari, J., &amp; Tuunanen, J. (2014). Player types: A meta-synthesis. Transactions of the Digital Games Research Association, 1(2), 29\u201353. doi:10.26503\/todigra.v1i2.13<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[11]Hamari, J., &amp; Keronen, L. (2017a). Why do people buy virtual goods: A Meta-analysis. Computers in Human Behavior, 71, 59\u201369. doi:10.1016\/ j.chb.2017.01.042<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[12]Hamari, J., Hanner, N., &amp; Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1), 1449\u20131459. doi:10.1016\/j. ijinfomgt.2016.09.004<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[13]Korkeila, H., &amp; Hamari, J. (2018). The Relationship Between Player\u2019s Gaming Orientation and Avatar\u2019s Capital: A Study in Final Fantasy XIV. In Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 3- 6, 2018.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[14]Kallio, K. P., M\u00e4yr\u00e4, F., &amp; Kaipainen, K. (2011). At Least Nine Ways to Play: Approaching Gamer Mentalities. Games and Culture, 6(4), 327\u2013 353. doi:10.1177\/1555412010391089<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[15]Kimppa, K. K., Heimo, O. I., &amp; Harviainen, J. T. (2016). First dose is always freemium. ACM SIGCAS Computers and Society, 45(3), 132\u2013 137. doi:10.1145\/2874239<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[16]Lehdonvirta, V. (2009). Virtual item sales as a revenue model: Identifying attributes that drive purchase decisions. Electronic Commerce Research, 9(1), 97\u2013113. doi:10.1007\/s10660-009-9028-2<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[17]Niantic Labs &#8211; Pok\u00e9mon Go. (2016). Retrieved January 19, 2017, from http:\/\/pokemongo.nianticlabs.com\/en\/post\/milestones\/ <\/span><\/p>\n<p><span style=\"font-weight: 400;\">[18]Sherry, J. L., Lucas, K., Greenberg, B. S., &amp; Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. Playing Video Games. Motives, Responses, and Consequences, 24, 213\u2013224.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[19]Sj\u00f6blom, M, &amp; Hamari, J. (2017). Why do people watch others play video games? an empirical study on the motivations of twitch users. Computers in Human Behavior, 75, 985-996. doi:10.1016\/j.chb.2016.10.019<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[20]Takahashi, D. (2016). Pok\u00e9mon Go chief promises player battles, live events, more creatures, and stable servers. Retrieved January 19, 2017, from http:\/\/venturebeat.com\/2016\/09\/15\/pokemon-go-chief-pro mises-player-battles-live-events-more-creatures-and-stable-servers\/ <\/span><\/p>\n<p><span style=\"font-weight: 400;\">[21]Vahlo, J., Kaakinen, J. K., Holm, S. K., &amp; Koponen, A. (2017). Digital Game Dynamics Preferences and Player Types. Journal of Computer-Mediated Communication, 22(2), 88\u2013103. doi:10.1111\/jcc4.2017.22.issue-2<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[22]Wu, J.-H., Wang, S.-C., &amp; Tsai, -H.-H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862\u20131871. doi:10.1016\/j.chb.2010.07.033<\/span><\/p>\n<p><span style=\"font-weight: 400;\">[23]Winners &#8211; The Game Awards. (2016). Retrieved January 19, 2017, from http:\/\/thegameawards.com\/winners\/ <\/span><\/p>\n<p><span style=\"font-weight: 400;\">[24]Yee, N. (2006). Motivations for Play in Online Games. CyberPsychology &amp; Behavior, 9(6), 772\u2013775. doi:10.1089\/cpb.2006.9.772<\/span><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Image Source:https:\/\/www.criticsatlarge.ca\/2016\/08\/fad-or-fantastic-niantics-pokemon-go.html Launched in the USA on 6 July 2016 (and currently available in over 130 countries), Pok\u00e9mon Go is a free-to-play\/freemium mobile game based on a Japanese transmedia franchise and built on a pre-existing mobile game platform by Niantic, Inc. During the first two&#8230;<\/p>\n","protected":false},"author":7,"featured_media":674,"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\/673"}],"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=673"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/673\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/674"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=673"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=673"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=673"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}