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Did location-based games motivate players to socialize during COVID-19?
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Author(s). Published by Elsevier Ltd.
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7319655/ https://www.ncbi.nlm.nih.gov/pubmed/34887611 http://dx.doi.org/10.1016/j.tele.2020.101458 |
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author | Laato, Samuli Islam, A.K.M. Najmul Laine, Teemu H |
author_facet | Laato, Samuli Islam, A.K.M. Najmul Laine, Teemu H |
author_sort | Laato, Samuli |
collection | PubMed |
description | Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level. |
format | Online Article Text |
id | pubmed-7319655 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | The Author(s). Published by Elsevier Ltd. |
record_format | MEDLINE/PubMed |
spelling | pubmed-73196552020-06-29 Did location-based games motivate players to socialize during COVID-19? Laato, Samuli Islam, A.K.M. Najmul Laine, Teemu H Telematics and Informatics Article Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level. The Author(s). Published by Elsevier Ltd. 2020-11 2020-06-26 /pmc/articles/PMC7319655/ /pubmed/34887611 http://dx.doi.org/10.1016/j.tele.2020.101458 Text en © 2020 The Author(s) Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Article Laato, Samuli Islam, A.K.M. Najmul Laine, Teemu H Did location-based games motivate players to socialize during COVID-19? |
title | Did location-based games motivate players to socialize during COVID-19? |
title_full | Did location-based games motivate players to socialize during COVID-19? |
title_fullStr | Did location-based games motivate players to socialize during COVID-19? |
title_full_unstemmed | Did location-based games motivate players to socialize during COVID-19? |
title_short | Did location-based games motivate players to socialize during COVID-19? |
title_sort | did location-based games motivate players to socialize during covid-19? |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7319655/ https://www.ncbi.nlm.nih.gov/pubmed/34887611 http://dx.doi.org/10.1016/j.tele.2020.101458 |
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