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Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
| Content Provider | Semantic Scholar |
|---|---|
| Author | Marquet, Oriol Alberico, Claudia Adlakha, Deepti Hipp, J. Aaron |
| Copyright Year | 2017 |
| Abstract | BACKGROUND Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing. METHODS In November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance. RESULTS We extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing. CONCLUSIONS Days during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on personal motivations and expectations when joining the game. These results highlight the importance of taking motivation into account when attempting to extract conclusions from the Pokémon GO phenomenon to enhance future exergames' designs or health interventions. |
| File Format | PDF HTM / HTML |
| DOI | 10.2196/games.8048 |
| Alternate Webpage(s) | http://pure.qub.ac.uk/portal/files/137163481/marquet_jmir_pokemongo_17.pdf |
| Alternate Webpage(s) | https://pureadmin.qub.ac.uk/ws/portalfiles/portal/137163481/marquet_jmir_pokemongo_17.pdf |
| Alternate Webpage(s) | https://games.jmir.org/article/viewFile/games_v5i4e21/2 |
| Alternate Webpage(s) | https://pure.qub.ac.uk/portal/files/137163481/marquet_jmir_pokemongo_17.pdf |
| Alternate Webpage(s) | https://pureadmin.qub.ac.uk/ws/files/137163481/marquet_jmir_pokemongo_17.pdf |
| PubMed reference number | 29066423 |
| Alternate Webpage(s) | https://doi.org/10.2196/games.8048 |
| Journal | Medline |
| Volume Number | 5 |
| Journal | JMIR serious games |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |