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Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity

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 am...

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Autores principales: Marquet, Oriol, Alberico, Claudia, Adlakha, Deepti, Hipp, J Aaron
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5676026/
https://www.ncbi.nlm.nih.gov/pubmed/29066423
http://dx.doi.org/10.2196/games.8048
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author Marquet, Oriol
Alberico, Claudia
Adlakha, Deepti
Hipp, J Aaron
author_facet Marquet, Oriol
Alberico, Claudia
Adlakha, Deepti
Hipp, J Aaron
author_sort Marquet, Oriol
collection PubMed
description 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.
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spelling pubmed-56760262017-11-28 Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity Marquet, Oriol Alberico, Claudia Adlakha, Deepti Hipp, J Aaron JMIR Serious Games Original Paper 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. JMIR Publications 2017-10-24 /pmc/articles/PMC5676026/ /pubmed/29066423 http://dx.doi.org/10.2196/games.8048 Text en ©Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp. Originally published in JMIR Serious Games (http://games.jmir.org), 24.10.2017. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Marquet, Oriol
Alberico, Claudia
Adlakha, Deepti
Hipp, J Aaron
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title_full Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title_fullStr Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title_full_unstemmed Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title_short Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
title_sort examining motivations to play pokémon go and their influence on perceived outcomes and physical activity
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5676026/
https://www.ncbi.nlm.nih.gov/pubmed/29066423
http://dx.doi.org/10.2196/games.8048
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