How players across gender and age experience Pokémon Go?

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorMalik, Aqdas
dc.contributor.authorHiekkanen, Kari
dc.contributor.authorHussain, Zaheer
dc.contributor.authorHamari, Juho
dc.contributor.authorJohri, Aditya
dc.contributor.departmentTietotekniikan laitosfi
dc.contributor.departmentDepartment of Computer Scienceen
dc.contributor.labStrategic Usability groupen
dc.contributor.schoolPerustieteiden korkeakoulufi
dc.contributor.schoolSchool of Scienceen
dc.date.accessioned2019-11-12T10:01:32Z
dc.date.available2019-11-12T10:01:32Z
dc.date.issued2019
dc.description.abstractThe purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.en
dc.description.versionPeer revieweden
dc.format.extent1-14
dc.format.mimetypeapplication/pdfen
dc.identifier.citationMalik, Aqdas & Hiekkanen, Kari & Hussain, Zaheer & Hamari, Juho & Johri, Aditya. 2019. How players across gender and age experience Pokémon Go?. Universal Access in the Information Society. 1-14. DOI: 10.1007/s10209-019-00694-7.en
dc.identifier.doi10.1007/s10209-019-00694-7
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/41223
dc.identifier.urnURN:NBN:fi:aalto-201911116226
dc.language.isoenen
dc.publisherSpringer Science and Business Media LLCen
dc.relation.ispartofseriesUniversal Access in the Information Societyen
dc.rights© 2019 Springer Science and Business Media LLC.en
dc.rights.holderSpringer Science and Business Media LLC
dc.subject.keywordPokémon Goen
dc.subject.keywordAugmented reality gamesen
dc.subject.keywordLocation-based gamesen
dc.subject.keywordOnline gamesen
dc.subject.keywordFreemiumen
dc.subject.keywordVirtual reality (VR)en
dc.subject.keywordUses and gratifications (U&G)en
dc.subject.otherCommunicationen
dc.subject.otherComputer scienceen
dc.subject.otherConsumption, Servicesen
dc.subject.otherNew mediaen
dc.titleHow players across gender and age experience Pokémon Go?en
dc.typeA1 Alkuperäisartikkeli tieteellisessä aikakauslehdessäfi
dc.type.dcmitypetexten
dc.type.versionFinal published versionen

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