Rasche, Peter ORCID: 0000-0001-7974-8668, Schlomann, Anna and Mertens, Alexander (2017). Who Is Still Playing Pokemon Go? A Web-Based Survey. JMIR Serious Games, 5 (2). TORONTO: JMIR PUBLICATIONS, INC. ISSN 2291-9279

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Abstract

Background: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. Objective: In this study, we investigated the motivational effects of the digital game Pokemon Go leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity. Methods: A total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokemon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory. Results: In total, 81 active, 56 former, and 62 nonusers of Pokemon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokemon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokemon, such as catching all possible Pokemon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokemon Go nor their abandonment of the game. Conclusions: The results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokemon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity.

Item Type: Journal Article
Creators:
CreatorsEmailORCIDORCID Put Code
Rasche, PeterUNSPECIFIEDorcid.org/0000-0001-7974-8668UNSPECIFIED
Schlomann, AnnaUNSPECIFIEDUNSPECIFIEDUNSPECIFIED
Mertens, AlexanderUNSPECIFIEDUNSPECIFIEDUNSPECIFIED
URN: urn:nbn:de:hbz:38-235105
DOI: 10.2196/games.7197
Journal or Publication Title: JMIR Serious Games
Volume: 5
Number: 2
Date: 2017
Publisher: JMIR PUBLICATIONS, INC
Place of Publication: TORONTO
ISSN: 2291-9279
Language: English
Faculty: Unspecified
Divisions: Unspecified
Subjects: no entry
Uncontrolled Keywords:
KeywordsLanguage
RANDOMIZED CONTROLLED-TRIAL; PHYSICAL-ACTIVITY; HEALTH; FITNESS; GAMIFICATION; ADOLESCENTS; GAMES; APPSMultiple languages
Medical InformaticsMultiple languages
Refereed: Yes
URI: http://kups.ub.uni-koeln.de/id/eprint/23510

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