Chasing Lovely Monsters in the Wild, Exploring Players’ Motivation and Play Patterns of Pokémon Go : Go, Gone or Go Away? Abstract Pokémon Go TM allows players to catch and train Pokémon in the wild through a mobile Augmented Reality (AR) game. Numbers of people are willing to be physically active for long periods of time to catch the Pokémons. Further, the medical and public health communities are also curious if this game has triggered more active levels of sustainable Physical Activity (PA) or behavior changes for health benefits. Therefore, in this paper, we presented a critical analysis of Pokémon Go players’ experience from an online survey filled in by 32 participants. The goal of this survey is to get a glimpse of Pokémon Go players’ motivation, their play patterns and experience, and an understanding of their self-reported behavior changes and concerns. The results revealed both negative and positive outcomes of the gamification approach Pokémon Go adopted. Author Keywords Augmented reality game; gamification; motivation; pervasive health; physical activity; play pattern. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). CSCW '17 Companion, February 25 - March 01, 2017, Portland, OR, USA ACM 978-1-4503-4688-7/17/02. http://dx.doi.org/10.1145/3022198.3026331 Xin Tong Ankit Gupta Henry Lo Simon Fraser University 250 -13450 102 Avenue Surrey, BC V3T 0A3 CANADA [email protected][email protected][email protected]Amber Choo Archiact, 1200-1055 West Georgia St. Vancouver, BC V6E 3P3 CANADA [email protected]Dr. Diane Gromala Dr. Christopher D. Shaw Simon Fraser University 250 -13450 102 Avenue Surrey, BC V3T 0A3 CANADA [email protected][email protected]Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA 327
4
Embed
Chasing Lovely Monsters in the Wild, Exploring Players ...
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Chasing Lovely Monsters in the Wild, Exploring Players’ Motivation and Play Patterns of Pokémon Go: Go, Gone or Go Away?
Abstract
Pokémon GoTM allows players to catch and train
Pokémon in the wild through a mobile Augmented
Reality (AR) game. Numbers of people are willing to be
physically active for long periods of time to catch the
Pokémons. Further, the medical and public health
communities are also curious if this game has triggered
more active levels of sustainable Physical Activity (PA)
or behavior changes for health benefits. Therefore, in
this paper, we presented a critical analysis of Pokémon
Go players’ experience from an online survey filled in
by 32 participants. The goal of this survey is to get a
glimpse of Pokémon Go players’ motivation, their play
patterns and experience, and an understanding of their
self-reported behavior changes and concerns. The
results revealed both negative and positive outcomes of
the gamification approach Pokémon Go adopted.
Author Keywords
Augmented reality game; gamification; motivation;
pervasive health; physical activity; play pattern.
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that
copies are not made or distributed for profit or commercial
advantage and that copies bear this notice and the full citation on
the first page. Copyrights for third-party components of this work
must be honored. For all other uses, contact the Owner/Author.
Copyright is held by the owner/author(s).
CSCW '17 Companion, February 25 - March 01, 2017, Portland, OR,
USA ACM 978-1-4503-4688-7/17/02. http://dx.doi.org/10.1145/3022198.3026331