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Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?

Research output: Contribution to journalArticleScientificpeer-review

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Uses and Gratifications of Pokémon Go : Why do People Play Mobile Location-Based Augmented Reality Games? / Hamari, Juho; Malik, Aqdas; Koski, Johannes; Johri, Aditya.

In: International Journal of Human-Computer Interaction, Vol. 35, No. 9, 2019.

Research output: Contribution to journalArticleScientificpeer-review

Harvard

Hamari, J, Malik, A, Koski, J & Johri, A 2019, 'Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?', International Journal of Human-Computer Interaction, vol. 35, no. 9. https://doi.org/10.1080/10447318.2018.1497115

APA

Vancouver

Author

Hamari, Juho ; Malik, Aqdas ; Koski, Johannes ; Johri, Aditya. / Uses and Gratifications of Pokémon Go : Why do People Play Mobile Location-Based Augmented Reality Games?. In: International Journal of Human-Computer Interaction. 2019 ; Vol. 35, No. 9.

Bibtex - Download

@article{f5719d877efe446eb6987e62fdac0149,
title = "Uses and Gratifications of Pok{\'e}mon Go: Why do People Play Mobile Location-Based Augmented Reality Games?",
abstract = "In recent years, augmented reality games (ARGs) such as Pok{\'e}mon 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{\'e}mon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pok{\'e}mon 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.",
keywords = "Augmented reality, freemium, gamification, location-based games, Uses and Gratifications",
author = "Juho Hamari and Aqdas Malik and Johannes Koski and Aditya Johri",
year = "2019",
doi = "10.1080/10447318.2018.1497115",
language = "English",
volume = "35",
journal = "International Journal of Human-Computer Interaction",
issn = "1044-7318",
publisher = "Taylor & Francis",
number = "9",

}

RIS (suitable for import to EndNote) - Download

TY - JOUR

T1 - Uses and Gratifications of Pokémon Go

T2 - Why do People Play Mobile Location-Based Augmented Reality Games?

AU - Hamari, Juho

AU - Malik, Aqdas

AU - Koski, Johannes

AU - Johri, Aditya

PY - 2019

Y1 - 2019

N2 - In recent years, augmented reality games (ARGs) such as Pokémon 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 (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon 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.

AB - In recent years, augmented reality games (ARGs) such as Pokémon 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 (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon 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.

KW - Augmented reality

KW - freemium

KW - gamification

KW - location-based games

KW - Uses and Gratifications

U2 - 10.1080/10447318.2018.1497115

DO - 10.1080/10447318.2018.1497115

M3 - Article

VL - 35

JO - International Journal of Human-Computer Interaction

JF - International Journal of Human-Computer Interaction

SN - 1044-7318

IS - 9

ER -