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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
BACKGROUND: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understand...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7281148/ https://www.ncbi.nlm.nih.gov/pubmed/32449689 http://dx.doi.org/10.2196/15967 |
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author | Arjoranta, Jonne Kari, Tuomas Salo, Markus |
author_facet | Arjoranta, Jonne Kari, Tuomas Salo, Markus |
author_sort | Arjoranta, Jonne |
collection | PubMed |
description | BACKGROUND: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). OBJECTIVE: This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. METHODS: We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. RESULTS: We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. CONCLUSIONS: Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings. |
format | Online Article Text |
id | pubmed-7281148 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-72811482020-06-19 Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study Arjoranta, Jonne Kari, Tuomas Salo, Markus JMIR Serious Games Original Paper BACKGROUND: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). OBJECTIVE: This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. METHODS: We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. RESULTS: We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. CONCLUSIONS: Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings. JMIR Publications 2020-05-25 /pmc/articles/PMC7281148/ /pubmed/32449689 http://dx.doi.org/10.2196/15967 Text en ©Jonne Arjoranta, Tuomas Kari, Markus Salo. Originally published in JMIR Serious Games (http://games.jmir.org), 25.05.2020. 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 Arjoranta, Jonne Kari, Tuomas Salo, Markus Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title | Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title_full | Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title_fullStr | Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title_full_unstemmed | Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title_short | Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study |
title_sort | exploring features of the pervasive game pokémon go that enable behavior change: qualitative study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7281148/ https://www.ncbi.nlm.nih.gov/pubmed/32449689 http://dx.doi.org/10.2196/15967 |
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