scieee Open visual document viewer

Why do people play location-based augmented reality games : A study on Pokémon GO

Alha, Kati,Koskinen, Elina,Paavilainen, Janne,Hamari, Juho

Full text

Why Do People 1 Why Do People Play Loca ion-Based Augmen ed Reali y Games: A S udy on Pokémon GO Abs ac Pokémon GO b ough he loca ion-based augmen ed eali y games in o he mains eam. To unde s and why people play hese games, we c ea ed an online su ey (n=2612) wi h open ques ions abou he easons o s a , con inue, and qui playing Pokémon GO, and composed ca ego ies o he answe s h ough a hema ic analysis. Ea lie expe iences especially wi h he same anchise, social in luence, and popula i y we e he mos common easons o adop he game, while p og essing in he game was he mos equen ly epo ed eason o con inue playing. The playe ’s pe sonal si ua ion ou side he game and playabili y p oblems we e he mos signi ican easons o qui he game. In addi ion o shedding mo e ligh on he Pokémon GO phenomenon, he indings a e use ul o bo h u he s udying and designing loca ion-based augmen ed eali y game expe iences. Keywo ds: Pokémon GO; loca ion-based; augmen ed eali y; ee- o-play; mobile games Au ho s: Ka i Alha; Elina Koskinen; Janne Paa ilainen; Juho Hama i This is he pos p in e sion o he a icle, which has been published in Compu e s in Human Beha io , 2019, Volume 93, 114-122. h ps://doi.o g/10.1016/j.chb.2018.12.008 Why Do People 2 1. In oduc ion Loca ion-based augmen ed eali y (AR) games a e pe asi e games ha ie in o he e e yday li e o he playe s and ans o m hei mundane su oundings in o a pa o he game wo ld (Mon ola, S en os & Wae n, 2009). A e being published in July 2016, Pokémon GO (PGO) (Nian ic, 2016) became he i s loca ion-based AR game o ga ne mains eam popula i y and one o he mos success ul mobile games in gene al. The game peaked a 28.5 million daily unique playe s in he Uni ed S a es alone a week a e i s launch (ComSco e, 2017), i had eached o e 750 million downloads wo ldwide wi hin i s i s yea (Mino i, 2017), and had made $1.8 billion in e enue wi h in-app pu chases in wo yea s (Nelson, 2018). P e iously, loca ion-based augmen ed eali y games had mos ly been esea ch p o o ypes o games wi hou signi ican comme cial success (Paa ilainen e al., 2017), bu a e he success o PGO, many loca ion-based AR games a e now en e ing he ma ke . In his a icle, we will use PGO as a case o s udy why people play loca ion-based AR games. In PGO, playe s ac as Pokémon aine s and walk in he eal wo ld, using hei mobile app o na iga e in he game wo ld while ying o ind, ca ch, ha ch, ain, e ol e, and igh Pokémon c ea u es. The playe ’s loca ion is acked by GPS, while he game shows an o e lay map o he game wo ld, showing he nea by Pokémon and o he in e es poin s on i . The playe can ap any nea by Pokémon o change in o he ca ch mode, whe e he playe can h ow Poké Balls a hem. A success ul ca ch will add he c ea u e in o he playe ’s Pokémon collec ion, Pokédex, and he aim is o collec all he di e en c ea u es, which has been one o he main easons o con inue playing he game (Rasche, Schlomann & Me ens, 2017). PGO is based on he popula and al eady o e wo decades old Pokémon anchise, which has been one o he key easons o play PGO acco ding o p e ious s udies (Rasche e al., 2017; Zsila e al., 2017). Why Do People 3 PGO ies in o many esea ch in e es s om he las decade. I is a loca ion-based pe asi e game (Mon ola e al., 2009; So amaa, 2002) ha u ilizes con ex -in o ma ion (Paa ilainen, Ko honen, Saa enpää & Holopainen, 2009) and AR (Bicha d & Wae n, 2008; Lind , Ohlenbu g, Pankoke-Baba z & Ghellal, 2007). I ies in o a ansmedia s o ywo ld (Dena, 2009) while including elemen s om exe games (Sou he on, 2014), easu e hun s (Mon ola e al., 2009), geocaching (O’Ha a, 2008), and ee- o-play games (Alha, Koskinen, Paa ilainen, Hama i & Kinnunen, 2014; Paa ilainen, Hama i, S en os & Kinnunen, 2013). We look a why people play loca ion-based AR games h ough PGO. Wi h i s excep ional success in his a ea, i is an impo an a i ac o esea ch om he cul u al, academic, and game design pe spec i es. To s udy why PGO eached such popula i y, we in es iga e 1) why playe s ha e s a ed o play PGO, 2) why hey con inue playing i , and i so, 3) why hey ha e s opped playing i . We employ su ey da a ga he ed om PGO playe s (N=2612) and a mixed-me hod design con aining bo h quali a i e and quan i a i e analyses. The con ibu ions o his pape a e h ee- old: 1) we p o ide new in o ma ion on his cul u ally impo an phenomenon, 2) he indings can be used in ollow-up quan i a i e s udies by ope a ionalizing ou indings in o a iables, and 3) he indings can be used when designing loca ion-based AR game expe iences. 2. Rela ed wo k Loca ion-based games esemble o he digi al games in o he ways, excep he way hey ake place in a physical en i onmen a he han only on a de ice sc een (Leo ke, 2018). Acco ding o Leo ke, he discussion a ound loca ion-based games has ocused on wo discou ses: how hey allow playe s o in e ac wi h s ange s in ways hey no mally would no , and how hey ans o m he su oundings in o spaces o play. Why Do People 4 P e iously, indi idual loca ion-based games and p o o ypes ha e been s udied om di e en aspec s, bu PGO is he i s o ha e a ac ed wide academic in e es . Especially, he game’s e ec s on heal h and well-being ha e been s udied (Al ho , Whi e & Ho i z, 2016; Ba kley, Lepp & Glickman, 2017; Koi is o, Malik, Gu kan & Hama i, in p in ). S udies explaining why people play he game and especially explo a o y s udies in es iga ing his a e s ill lacking. Quali a i e mapping o such an eme ging phenomenon is essen ial o unde s anding i . Rasche, Schlomann and Me ens (2017) s udied he easons o s a , con inue, and qui playing PGO in an explo a o y su ey s udy (N=199). The sel - epo ed easons o s a we e so ed in o ca ego ies shown in Table 1. Reasons o s a Reasons o con inue Reasons o qui Cu iosi y (68%) Comple ing he Pokédex (41%) Bo edom (57%) Being a Pokémon an (40%) Fun o cu iosi y o ec ea ion (15%) Di icul ies in eaching highe le els (29%) Media epo s (28%) Finding new o a e Pokémon (11%) Being disappoin ed (23%) Repo s om iends (27%) Ca ching s ong Pokémon o being he bes (10%) Technical p oblems (18%) E e ybody a ound me plays i (14%) Join ac i i ies wi h amily and iends (6%) Too ew Pokémon (18%) Being ascina ed by he augmen ed eali y unc ion (6%) Being ac i e o ou side (6%) Waned in e es (11%) Combining un and physical ac i i y (4%) Upda es o new gene a ions (5%) Too ew Pokés ops (9%) Why Do People 5 Game o a eling (3%) Highe le els (4%) No ime o play (9%) Nos algia (1%) Incuba ing eggs (3%) Lack o co-use s (7%) Figh ing in a enas (3%) Too ew a enas (5%) Nos algia (3%) Table 1. Reasons o s a , con inue, and qui playing PGO (Rasche e al. 2017). In Zsila e al. (2017), mo i a ions o play PGO we e s udied by u ilizing he Mo i es o Online Gaming Ques ionnai e (MOGQ) wi h h ee new ac o s: ou doo ac i i y, nos algia, and bo edom. These new ac o s we e ound o be he main play mo i a ions. In addi ion, ec ea ion om he o iginal MOGQ model was he s onges mo i e while he lowes sco es we e obse ed wi h skill de elopmen and escapism. O he signi ican ly ela ed ac o s we e compe i ion, social, coping, and an asy. The au ho s sugges ha he h ee new mo i a ions should be aken in o conside a ion in u u e s udies when s udying games simila o PGO. Simila ly, Yang and Liu (2017) s udied mo i a ions o playing PGO. The au ho s used ac o analysis o iden i y se en mo i es o playing: exe cise, un, escapism, nos algia, iendship main enance, ela ionship ini ia ion, and achie emen . Excep o exe cise and escapism, he o he mo i es had a posi i e co ela ion wi h he o e all amoun o play. Hama i, Malik, Koski and Joh i (2018) s udied g a i ica ions o playing PGO and how hey p edic in en ions o con inue playing and o pu chase in-game i ems. Thei esul s showed ha game enjoymen , ou doo ac i i y, ease o use, challenge, and nos algia we e posi i ely associa ed wi h in en ions o con inue playing, whe eas ou doo ac i i y, challenge, compe i ion, socializing, nos algia, and in en ion o con inue playing we e associa ed wi h in-app pu chase in en ions. Why Do People 6 3. Me hods and da a We designed a su ey ea u ing open-ended ques ions ocusing on game expe iences in PGO. Ra he han u ilizing a p e-de ined su ey ins umen , we emphasized he esponden s’ own na a i es and meaning-making by allowing hem o answe eely. This is a ui ul app oach when s udying new and eme ging phenomena. The su ey ea u ed closed-ended ques ions o e eal key demog aphics and playing habi s. In his a icle, we ocus on he h ee open-ended ques ions ega ding s a ing, con inuing, and s opping o play PGO ( ansla ed om Finnish): 1. Begin by explaining wha made you o s a playing Pokémon GO. 2. Wha makes you o con inue playing Pokémon GO? 3. I you ha e s opped playing Pokémon GO, wha made you o qui ? The su ey was de eloped and es ed wi hin an i e a i e p ocess. Du ing he de elopmen , 18 es esponden s ga e eedback on usabili y, low, and o he issues ha migh a ec he esponden expe ience. We dis ibu ed he inal su ey in 15 Finnish PGO and o he ela ed Facebook g oups, and encou aged esponden s o u he sha e he su ey. Two Finnish gaming news po als ad e ised he su ey. As an explo a o y s udy, he esponden sample was no aimed o be ep esen a i e o he whole playe popula ion. The su ey was launched on Sep embe 1, 2016 a 7:00 PM and was online un il Sep embe 7 h, 2016 12:00 PM wi h a o al o 2616 esponden s. Two cases we e emo ed due o alse in o ma ion and wo cases due o echnical p oblems in sa ing he esponses. The e o e, he da a consis ed o 2612 su ey esponses. O he 2612 esponden s, 2595 ga e a leas one eason o s a he game and 2049 a leas one eason o con inue playing i . O he 119 esponden s who had qui he game, 117 epo ed a leas one eason why hey had done so. Why Do People 7 The esponses we e ypically sho , anging om a single wo d o a couple o sen ences, longe answe s being ela i ely a e. Many o he esponden s ga e mo e han one eason o each ques ion. We used applied hema ic analysis (Gues , MacQueen & Namey, 2012) o he quali a i e analysis, whe e he open-ended answe s we e coded by h ee esea che s. Fo he h ee su ey ques ions abou s a ing, con inuing, and qui ing PGO a simila app oach was conduc ed. Th ee esea che s s a ed o code he da a indi idually, aking no es o he issues ha ose om he answe s and ma ked he codes and hei desc ip ions o a code guide. A he poin o sa u a ion he esea che s con ened o alk, compa e he codes, and me ge simila codes oge he . Based on he inal codes, he esea che s c ea ed main ca ego ies o hese codes. The ca ego ies and he codes hey include a e lis ed and desc ibed in he esul s chap e . The h ee esea che s coded a sample o he da a (N=100) sepa a ely wice du ing he p ocess wi h he help o he o med code guide, i s a e he i s discussion and la e a he end o he p ocess. A e bo h ounds, he esul ing codes we e compa ed and discussed. In he case o disag eemen , a consensus was sough and he code guide edi ed acco dingly. A e changes o he code guide, p e ious codes in luenced by he change we e co ec ed. This app oach was used o make su e ha he esea che s sha ed a uni ied iew and could code a majo i y o he da a alone. In addi ion, using se e al esea che s helped us o pinpoin challenging and p oblema ic poin s, and sol ing hese made he p ocess mo e eliable. To suppo he p ocess, we used Fleiss’ kappa (Fleiss, 1971) o es he in e - a e eliabili y wi h bo h da a samples in he s a ing and con inuing ca ego ies. On he i s ound, we eached excellen ag eemen (a leas 0.80) in 7 s a ing ca ego ies and 6 con inuing ca ego ies and subs an ial ag eemen (a leas 0.60) in 3 s a ing and 2 con inuing ca ego ies. On he second Why Do People 8 ound, we eached excellen ag eemen in 7 s a ing and 6 con inuing ca ego ies and subs an ial ag eemen in 3 s a ing and 4 con inuing ca ego ies. No kappa alue was lowe han 0.60. These kappa alues we e seen as high enough o be con iden abou con inuing coding he da a sepa a ely, a oiding he high cos and ime-consuming p ocess o all esea che s coding all o he da a. Fu he mo e, he p ocess helped us see which ca ego ies we e he mos challenging o code eliably, and we could ocus on imp o ing hem. Due o he lowe numbe o esponden s who had qui he game and gi en a leas one eason why (N=117), he hi d ques ion allowed o each o he h ee esea che s o code all o he da a. Howe e , he h ee-s ep p ocess o i s c ea ing a codebook and hen compa ing wo samples o da a coded indi idually by he h ee esea che s was implemen ed simila ly as wi h he o he wo ques ions. A each poin , he esea che s discussed and compa ed he codes o achie e a consensus. Howe e , he in e - a e eliabili y es was no used. All in e iew quo es in he Resul s chap e ha e been ansla ed om Finnish. Su ey pa icipan s a e indica ed a e he quo es by an ID numbe , gende , and age. 4. Resul s Table 2 lis s he backg ound in o ma ion and he playing habi s o he esponden s. As he esponden s we e mos ly om PGO g oups on Facebook, i can be p esumed ha ou esponden s we e somewha mo e ac i e han all PGO playe s on a e age. A he ime o he su ey he game had been ou o wo mon hs. N % N % Gende Playing equency Female 1628 62.3% Se e al imes a day 1394 53.4% Male 927 35.5% Once a day 483 18.5% Why Do People 9 O he 57 2.2% A ew imes a week 516 19.8% Age Mo e a ely 100 3.8% Unde 18 147 5.6% I don’ play anymo e 119 4.6% 18–24 721 27.6% Le el 25–34 1067 40.8% Unde 10 96 3.7% 35–44 489 18.7% 10–14 265 10.1% 45 o mo e 188 7.2% 15–19 641 24.5% Walked dis ance 20–24 1323 50.7% Unde 50 km 464 17.8% 25–29 276 10.6% 50–99 km 671 25.7% 30 o mo e 11 0.4% 100–199 946 36.2% Used money 200–399 km 476 18.2% Yes 939 35.9% 400 km o mo e 55 2.1% No 1673 64.1% AR mode How much money (i used) On 200 7.7% Unde 10e 225 6.6% O 2017 77.2% 10e–19e 226 8.6% Depending on si ua ion 388 14.9% 20e–49e 307 11.7% I don’ know 7 0.3% 50e–99e 118 4.5% 100e o mo e 63 2.4% Table 2. Backg ound in o ma ion and playing habi s. 4.1 Reasons o s a playing Pokémon GO We di ided he easons o s a ing o play PGO in o 11 di e en ca ego ies (see Table 3). Al oge he , hese ca ego ies included 53 sepa a e codes, each ca ego y including 2–11 codes. On a e age, one playe epo ed s a ing easons om 1.6 ca ego ies. Why Do People 16 While he game mechanics s ayed in he ma gin when desc ibing he easons o ge in o he game, hey a ose as one o he main easons o con inue playing. Collec ing, e ol ing, ha ching eggs and ba ling we e men ioned. Ha ching eggs is addic ing. I walk/bike nowadays mo e in o de o ha ch eggs. (ID 1925, emale, 23) The social ea u es we e an impo an eason o con inue, whe he wan ing o mee new people while playing o playing oge he wi h iends o amily. The game unc ioned as an easy way o connec people oge he and c ea e a eel o communi y. Some liked o compe e o compa e p og ession wi h o he s, while o he s wan ed o help o each o he s o play he game. Communi y and sociabili y. The game alone does no keep my in e es , bu is a splendid addi ion o social si ua ions. (ID 219, male, 27) Closely connec ed o social ea u es, esponden s explained con inuing o play due o social in luence. This could mean pa en s wan ing o be up o da e and in o med abou hei child en’s hobby o a oiding being le ou o social ci cles when all iends we e s ill playing he game. Because all my iends play. I don’ wan o s and ou om he c owd. (ID 2464, male, 12) In e es con inued being somewha impo an , meaning ha he game con inued o eel, o ins ance, in e es ing o un. [I]n i s mos pa s e y excellen implemen a ion makes he game eel in e es ing and un om day o day. (ID 2454, emale, 22) Why Do People 17 Some epo ed con inuing o play because o u u e expec a ions o he game. They we e cu ious abou how he game was going o change o wai ing o a speci ic upda e. Some we e e en h ea ening o qui i he game would no change “ o he be e ”. The game has such an inconcei able po en ial o de elop o he be e , his is unques ionably he bigges and he mos impo an eason. (ID 1245, male, 34) The na u e o he game as a eason o con inue included he casual na u e o he game, making i easy o play, while o he s el ha he challenging na u e was posi i e. The game p o ided su p ises and was ewa ding. The casual na u e o i . I is easy o play o an occasional minu e o o hou s and hou s wi hou much planning. (ID 1531, emale, 26) While p e ious expe iences, especially wi h he Pokémon b and, we e b ough up as he numbe one eason o s a he game, hey we e a ely men ioned as he eason o con inue playing. Some b ough up hei lo e o Pokémon o simila ac i i ies o PGO, bu hese we e in a small mino i y. The lo e o Pokémon, I p esume. When i ’s been wi h you o you whole li e, he game will no go away in a hu y. (ID 1019, emale, 25) A ew esponden s men ioned s aying in he game o keep up simila ly as in he easons o s a he game. [A]s a eache I wan o be up o speed on he you h’s wo ld o games. (ID 2570, emale, 39) Only a ew esponden s epo ed echnology ela ed easons o con inue playing, o ins ance liking he loca ion-based p ope ies o he AR ea u es. Why Do People 18 I ’s un o ake pic u es o he Pokémon on a eal backg ound so o speak. (ID 2013, emale, 27) 4.3 Reasons o s op playing Pokémon GO We di ided he easons o s opping o play PGO o 9 di e en ca ego ies (see Table 5). These ca ego ies included 49 codes, each ca ego y including 2–12 codes. On a e age, one playe epo ed easons o qui om 1.8 ca ego ies. Ca ego y N % Codes Si ua ion 63 53.8% Time, heal h, addic ion, bo edom, eached goal, dele ed o space, hype down, wea he , phone no wo king, si ua ion changed, in e ne connec ion, money P og ession 35 29.9% Slow p og ess, g inding, epe i ion, no new Pokémon P oblems 32 27.3% Technical p oblems, ba e y usage, game always on, slow pe o mance, incomple e, lack o con en in a ea Sho comings 25 21.4% Lack o new hings, no endgame, missing ea u es, missing con en Mechanics 24 20.5% Ba le sys em, sea ching, demands mo emen , does no encou age mo emen , canno use a bike, escaping Pokémon, losing Poké Balls, poo design Na u e o he game 16 13.7% Un ewa ding, no challenge, oo andom, bad luck, compe i i eness, lack o sociabili y, shallow, oo simple Changes 10 8.5% Poo upda es, change o wo se, closing hi d-pa y applica ions Social in luence 9 7.7% O he s, child en, iends, pa ne , chea ing The company 9 7.7% Communica ion, lack o us Table 5. The easons o qui playing Pokémon GO. Why Do People 19 The playe ’s si ua ion was he mos equen ly epo ed eason o s op. Ge ing bo ed, a lack o ime o money, poo o cold wea he , and heal h p oblems we e men ioned, while some had qui due o hei phone b eaking o he game no wo king whe e hey li ed. Some had achie ed hei goal and had hus decided o qui , while o he s el he hype was se ling down. I don’ ha e he ime o go and si in he pa k o walk somewhe e jus a e Pokémon. (ID 78, emale, 28) Du ing he summe i was nice o walk ou side, bu now du ing he all I’m no ha in e es ed, and wouldn’ e en ha e he ime. (ID 1088, emale, 31) While p og ession was a s ong eason o con inue he game, i was also a s ong eason o qui . The le eling cu e was seen o be oo s eep: he equi ed expe ience poin s needed o a new le el ose exponen ially, while he ea ned expe ience poin s s ayed he same, making i necessa y o g ind o ad ance. Simila ly, when eaching a ce ain poin in collec ing he Pokémon, i became inc easingly ha d o ind any new ones o ad ance owa ds he goal o ca ching hem all. Ad ancing s a ed o be in u ia ingly di icul a a ound le el 20: you ne e ge eelings o accomplishmen when you ne e ge on o he nex le el and he e a e no many b and new Pokémon ei he . (ID 1762, emale, 23) Playe s we e bo he ed by he a ious p oblems in he game. Bugs, he game c ashing o no egis e ing he walked dis ances p ope ly we e men ioned. The esponden s c i icized he unequal gaming possibili ies due o he Pokémon and PokéS ops being concen a ed o ci y cen e s. In addi ion, some disliked ha you needed o keep he game ac i e a all imes e en when playing passi ely. This caused he ba e y o d ain. I qui sho ly a e he publica ion because he game was in ini ely buggy. I he game had been any hing o he han a Pokémon game i would p obably be played by ha dly anyone, and you could no publish such a buggy game. (ID 1514, o he , 27) Why Do People 20 Because he GPS did no wo k p ope ly, he game did no egis e all he leng h o my walks. I el a bi poin less o walk 5 km when he game hen egis e ed maybe hal a kilome e . (ID 1665, emale, 34) The sho comings o he game, especially he lack o con en , we e seen o be p oblema ic. The e was no endgame o playe s who had al eady ad anced u he , and he game was seen o be oo shallow and simple. Some playe s would ha e wan ed mo e ea u es o mo e Pokémon. The e was no hing new o do in he game and my in e es slowly dec eased un il I qui . (ID 1282, male, 22) A he momen he game is a walking simula o wi h a Pokémon heme. (ID 1516, emale, 21) The game design and some o he game mechanics we e disliked o seen o be aul y. Especially he ba le sys em was c i icized o being o e -simpli ied and o no eeling like a ba le agains ano he playe . Sea ching mechanics we e seen as impe ec , and he ca ching mechanics we e some imes us a ing when you would lose many Poké Balls on one Pokémon o when he Pokémon led. The game s opping o measu e mo emen i he speed was oo high was c i icized, claiming ha he game discou aged cycling. PVP [playe e sus playe ] is p e y passi e ( he o he playe is no ac ually “p esen ” as in Shadow Ci ies in i s ime, whe e g oup igh s we e possible oo). (ID 1652, emale, 36) I is idiculous ha as an abo e le el 20 playe unde 100 cp [comba powe ] Pokémon don’ always ge caugh wi h he i s ball. (ID 2024, emale, 23) Di e en aspec s o he na u e o he game we e b ough up as he eason o qui . These included he game being un ewa ding o andom in i s ewa ds, lacking challenge, being oo Why Do People 21 compe i i e, simple o shallow, o jus no social enough. Some explained ha he game should no equi e mo emen , while some el ha he game encou aged s aying in one place ins ead o walking. I simply did no wan o go ou side o walk a ound andomly, as i eels like he chance o inding he wan ed Pokémon is he same as winning he lo e y. (ID 618, emale, 26) The game e ol ing and changing was no always posi i e, as some imes playe s el ha he game was changing o he wo se. Fo ins ance, he emo al o he nea by ea u e, which had made loca ing Pokémon easie made some o s op playing. Simila ly, some complained abou Nian ic’s app oach o close down he hi d-pa y map se ices, which we e used o show he loca ions o all Pokémon a any gi en ime. The changes he de elope made uined he game, o ins ance emo ing he Nea by ea u e was jus lousy game de elopmen . (ID 207, emale, 25) Because Nian ic doesn’ ix he bugs in he game, makes s upid addi ional ea u es and banned hi d pa y se ices. (ID 2079, male, 30) The company behind he game was b ough up. Nian ic was c i icized o hei lack o communica ion o he public, and e en claims o no seeing hem as us wo hy a ose. The de elope s’ beha io owa ds he game communi y was he las d op. (ID 2572, male, 23) When qui ing he game, social in luence was b ough up. I iends no longe played he game, some esponden s explained no eeling like con inuing he game alone. O he people could ha e a nega i e in luence, o ins ance by chea ing. I is no nice o play he game in a acuum. When o he playe s’ en husiasm aded, so did my own en husiasm owa ds he game. (ID 526, male, 30) E e yone om my ci cle s a ed o chea in he game so I los my in e es in he game comple ely. (ID 1494, male, 25) Why Do People 22 4.4 Rela ions o playing equency Two mul iple- eg ession analyses (Tables 6-7) we e conduc ed be ween he easons o s a ing and con inuing PGO iden i ied in he quali a i e s eps o he s udy and he playing equency (see Table 2). Rega ding he ela ionship be ween he easons o s a playing and playing equency, he esul s indica e ha he easons o s a playing bo h had a negligible o al e ec ; he easons explained only 6.3% o he a iance o playing equency as well as none o he easons o s a playing had a s a is ically signi ican ela ionship wi h he playing equency (Table 6). In o he wo ds, he esul s indica e ha he easons o why playe s s a playing do no ha e a mo e sus ained e ec on whe he hey play he game less o mo e. DV: Playing equency R² = 0.063 Be a p P e ious expe iences -0.014 0.541 Keeping up 0.004 0.828 Posi i i y 0.021 0.291 Si ua ion -0.005 0.819 Social in luence 0.015 0.492 Mechanics 0.022 0.263 Na u e o he game -0.009 0.637 Social ea u es 0.024 0.223 Popula i y -0.021 0.309 Technology -0.026 0.189 Table 6. The ela ionships be ween playing equency and he easons o s a playing (R2 = 0.063). The e a e se e al signi ican ela ionships be ween he easons o con inue playing and he playing equency. The easons o con inue playing explained 31.2% o he a iance o he Why Do People 23 playing equency. The esul s in ull can be seen in Table 7. The s ong ela ionship (B=0.282) be ween p og ession mo i a ions and con inued playing is clea ly s onge han he ela ionship be ween con inued playing and o he easons o con inue playing. DV: Playing equency R² = 0.312 Be a p P e ious expe iences 0.044** 0.019 Keeping up 0.010 0.610 Posi i i y 0.061** 0.001 Si ua ion 0.087*** 0.000 Social in luence -0.032 0.130 Mechanics 0.058** 0.002 P og ession 0.282*** 0.000 Na u e o he game 0.015 0.431 Social ea u es 0.027 0.215 Expec a ions 0.077*** 0.000 In e es 0.076*** 0.000 Technology -0.079*** 0.000 Table 7. The ela ionships be ween playing equency and he easons o con inue playing (R2 = 0.312), * = p < 0.05, ** = p < 0.01, *** = p < 0.001. 5. Discussion The success o PGO has been he sum o se e al ac o s, bu one clea eason o i is he b and. Acco ding o ou indings, p e ious expe iences, especially wi h he Pokémon anchise, we e he main eason in achie ing he playe -base. Pokémon has se e al s eng hs. The b and is widely known, i has nos algic alue, and i s cha ac e s a e simple and a ac i e e en i one is un amilia wi h hem. The “go a ca ch ‘em all” heme o Pokémon is well sui ed o a loca ion- based game whe e he playe can go o di e en places o ind and ca ch di e en c ea u es. Why Do People 24 Using exis ing in ellec ual p ope y (IP) is a common p ac ice in he game indus y, and seems o be impo an in loca ion-based games, as well. The announced upcoming loca ion-based games use widely known IP: Ha y Po e (Nian ic, o hcoming), The Walking Dead (Nex Games, 2018), Ghos bus e s (4:33 C ea i e Lab, o hcoming), and Ju assic Pa k (Ludia, 2018). Exis ing IP was no usually used in p e ious, less success ul loca ion-based games be o e PGO, such as Bo Figh e s (I ’s Ali e!, 2001), Shadow Ci ies (G ay A ea, 2010), o Ing ess. Acco ding o ou esea ch, social easons we e impo an bo h in s a ing and con inuing PGO. Social in e ac ion is a common mo i a ion o play (e.g. Yee, 2006; Hjo h & Richa dson, 2017). While i has been a gued ha PGO ails o ha ness he social ne wo king powe compa ed o ea lie loca ion-awa e games (Licoppe, 2016), ou da a shows ha encoun e s do happen. Al hough he game lacks in-game communica ion channels and means o loca e o he playe s h ough he game, i ac s as a social ca alys and inc eases he e ec wi h ea u es such as i al eams and lu es ha a e sha ed by all playe s in he a ea. The equi emen o play ou doo s makes he playe s isible o each o he , and including eal-wo ld loca ions in o he game ga he s c owds o he bes play a eas o o a sigh ing o a a e Pokémon. These ea u es can assis he eme gence o in-g oup closeness (Humph eys, 2016). Acco ding o Vella e al. (2017), PGO s eng hens exis ing social ies, ac s as an iceb eake , and c ea es a sense o belonging. Fu he mo e, social in luence and he isibili y o he playe s a ec s he hype h ough he bandwagon e ec (Colman, 1950): when people hea abou he game equen ly and see i being played, hey may wan o y i oo. Many esponden s s a ed o con inued playing PGO as a o m o exe cise. Al hough s udies o he long- e m e ec s o PGO on heal h habi s a e needed, i has been s udied ha mobile apps ha combine playing and physical ac i i y may lead o subs an ial sho - e m Why Do People 25 ac i i y inc eases and ha e he possibili y o eaching seden a y popula ions (Al ho e al., 2016). PGO wo ks as a gami ied exe cise app, since i o e s mo i a ional a o dances (Hama i, 2015) o playe s o walk mo e han hey no mally do. PGO has o he posi i e in luences as well, such as sel - ea men o dep ession o o he di icul si ua ions in li e. Simila sel - epo ed e ec s ha e been ound by Ka i, A jo an a and Salo (2017), as well. In e es ingly, he game being ee o cha ge and using no el echnology we e a ely men ioned in luencing he decision o pick up o con inue he game. Howe e , i can be specula ed ha bo h o hese in luence he decision mo e s ongly han people ha e exp essed. Fo one, games being ee- o-play is al eady a widely-sp ead model, and migh no be men ioned e en i i was a signi ican mo i a ion o pick up he game. I can be specula ed ha ha ing a pu chase p ice would ha e dec eased he playe base subs an ially. The lack o esponses a ound echnology migh be explained by he esponden s no always exp essing he echnology- ela ed easons in speci ic e ms, bu ins ead desc ibing he game eeling “in e es ing”, “ un”, o “no el”. A po ion o hese answe s migh e e o AR and loca ion-based echnologies since hey we e no mains eam game echnologies be o e PGO. On he o he hand, he loca ion-based echnology and AR ea u es we e in ocus o each he hype o he game, which was one o he main easons o s a he game. P og ession was by a he mos common mo i a ion o con inue playing he game, and i also had he s onges posi i e co ela ion o playing equency. Collec ing all he Pokémon has been an impo an pa o he Pokémon anchise since i s beginning. PGO o e s a wide a ie y o c ea u es o collec , some o which a e a e and need a lo o e o o ca ch, making comple ion a long ask e en o he mos ac i e playe s. In addi ion, he indi idual Pokémon ha e di e en a ibu es, and ca ching he bes o each c ea u e ex ends he possibili ies o Why Do People 32 G ay A ea. (2010). Shadow Ci ies. Gues , G., MacQueen K.M., & Namey E.E. (2012). Applied hema ic analysis. SAGE Publica ions, Inc. Hadiji, F., Si a, R., D achen, A., Thu au, C., Ke s ing, K., & Bauckhage, C. (2014). P edic ing playe chum in he wild. IEEE Con e ence on Compu a ional In elligence and Games. Hama i, J. (2015). Gami ica ion: Mo i a ions & e ec s. Doc o al Disse a ion. Aal o Uni e si y. Hama i, J., Malik, A., Koski, J., & Joh i, A. (2018). Uses and g a i ica ions in Pokémon Go: Why do people play mobile loca ion-based augmen ed eali y games? In e na ional Jou nal o Human-Compu e In e ac ion. Hjo h, L., & Richa dson, I. (2017). Pokémon GO: Mobile media play, place-making, and he digi al way a e . Mobile Media & Communica ion, 5(1), 3-14. Humph eys, L. (2016). In ol emen shield o social ca alys : Though s on sociospa ial p ac ice o Pokémon GO. Mobile Media & Communica ion. 5(1), 15-19. I ’s Ali e! (2001). Bo Figh e s. Ka i, T., A jo an a, J., & Salo, M. (2017). Beha io change ypes wi h Pokémon GO. P oceedings o he in e na ional con e ence on he Founda ions o Digi al Games. Koi is o, J., Malik, A., Gu kan B., & Hama i, J. (in p in ). Ge ing heal hy by ca ching hem all: A s udy on he ela ionship be ween playe o ien a ions and heal h bene i s in an augmen ed eali y game. P oceedings o he 52nd Annual Hawaii In e na ional Con e ence on Sys em Sciences (HICSS), Hawaii, USA, Janua y 8-11, 2019. Kul ima, A. (2009). Casual game design alues. P oceedings o MindT ek 2009. Leibens ein, H. (1950). Bandwagon, snob, and eblen e ec s in he heo y o consume s' demand. The Qua e ly Jou nal o Economics, 64(2) 183-207. Leo ke, D. (2018). Loca ion-Based Gaming: Play in Public Space. Palg a e Macmillan, Singapo e. Why Do People 33 Licoppe, C. (2016). F om Mogi o Pokémon GO: Con inui ies and change in loca ion-awa e collec ion games. Mobile Media & Communica ion. 5(1), 24-29. Lind , I., Ohlenbu g, J., Pankoke-Baba z, U., & Ghellal, S. (2007). A epo on he c ossmedia game epidemic menace. Compu e s in En e ainmen , 5(1). Ludia (2018). Ju assic Wo ld Ali e. Ma in, A., Thompson, B., & Cha ield, T. (eds.) (2006). 2006 al e na e eali y games whi e pape . In e na ional Game De elope s Associa ion IGDA. Re ie ed Sep embe 21, 2016 om h p://www.ch is ydena.com/wp-con en /uploads/2007/11/igda- al e na e eali ygames-whi epape -2006.pd Mino i, M. (2017). Pokémon Go passes $1.2 billion in e enue and 752 million downloads. In Ven u eBea . Re ie ed Ma ch 8, 2018 om h ps:// en u ebea .com/2017/06/30/pokemon-go-passes-1-2-billion-in- e enue-and-752- million-downloads/ Mon ola, M., S en os, J., & Wae n, A. (2009). Pe asi e games: Theo y and design. Mo gan Kau man, Ams e dam. Mon ola, M. (2010). A Ludological iew on he pe asi e mixed- eali y game esea ch pa adigm. Pe asi e and Ubiqui ous Compu ing, 15(1), 3-12. Nelson, R. (2018). Pokémon GO e enue hi s $1.8 billion on i s wo yea launch anni e sa y. In Senso Towe . Re ie ed Augus 29, 2018 om h ps://senso owe .com/blog/pokemon- go- e enue-yea - wo Nex Games. (2018). The Walking Dead: Ou Wo ld. Nian ic. (2013). Ing ess. Nian ic. (2016). Pokémon GO. Nian ic. (Fo hcoming). Ha y Po e : Wiza ds Uni e. Why Do People 34 O’Ha a, K. (2008). Unde s anding Geocaching p ac ices and mo i a ions. P oceedings o he SIGCHI Con e ence on Human Fac o s in Compu ing Sys ems (CHI 08), 1177-1186. Paa ilainen, J. (2017). Playabili y: A game-cen ic de ini ion. Ex ended Abs ac s Publica ion o he Annual Symposium on Compu e -Human In e ac ion in Play, 487-494. Paa ilainen, J. Ko honen, H., Saa enpää, H., & Holopainen, J. (2009). Playe pe cep ion o con ex in o ma ion u iliza ion in pe asi e mobile games. P oceedings o he 2009 DiGRA Con e ence, 1-8. Paa ilainen, J. Hama i, J., S en os, J., & Kinnunen, J. (2013). Social ne wo k games: Playe s’ pe spec i e. Simula ion & Gaming, 44(6), 794–820. Paa ilainen, J., Ko honen, H., Alha, K., S en os, J., Koskinen, E., & Mäy ä, F. (2017). The Pokémon GO expe ience: A loca ion-based augmen ed eali y mobile game goes mains eam. P oceedings o he 2017 CHI Con e ence on Human Fac o s in Compu ing Sys ems. New Yo k: ACM, 2493-2498.Paa ilainen, J., Koskinen, E., Ko honen, H., & Alha, K. (2015). Explo ing play ul expe iences in social ne wo k games. P oceedings o he 2015 DiGRA In e na ional Con e ence. Paa ilainen, J., Ko honen, H., Koskinen, E., & Alha, K. (2018) Heu is ic e alua ion o playabili y: Examples om social games esea ch and ee- o-play heu is ics. In A. D achen, P. Mi za-Babaei, & L.E. Nacke (Eds.) Games Use Resea ch. Ox o d Uni e si y P ess, Ox o d, UK. Rasche, P., Schlomann, A., & Me ens, A. (2017). Who is s ill playing Pokémon Go? A web- based su ey. JMIR Se ious Games. 5(2). Rauschnabel, P. A., Rossmann, A., & om Dieck, M. C. (2017). An adop ion amewo k o mobile augmen ed eali y games: The case o Pokémon Go. Compu e s in Human Beha io . 76, 276-286. Why Do People 35 Seu e , E.B. (2014). F eemium Economics. Le e aging Analy ics and Use Segmen a ion o D i e Re enue. Else ie , Wal ham, MA, USA. So amaa, O. (2002). All he wo ld’s a Bo igh e s age: No es on loca ion-based mul i-use gaming. P oceedings o Compu e Games and Digi al Cul u es Con e ence. Tampe e Uni e si y P ess, Tampe e, Finland. Sou he on, C. (2014). ‘Zombies, Run!’: Re hinking imme sion in ligh o non adi ional gaming con ex s. In D. Polson, A-M. Cooke, J.T. Veliko sky, J.T., A. B ackin (eds.) T ansmedia P ac ice: A Collec i e App oach. In e -Disciplina y P ess, Uni ed Kingdom. Vella, K., Johnson, D., Wan Sze Cheng, V., Da enpo , T., Mi chell, J., Kla kowski, M., & Phillips, C. (2017). A sense o belonging: Pokémon GO and social connec edness. Games and Cul u e. 1-21. Webe , R. (2016). Nian ic’s Ing ess has o e 14m downloads. Gameindus y.biz. Re ie ed Ma ch 13, 2018 om h p://www.gamesindus y.biz/a icles/2016-01-28-nian ics-ing ess- has-o e -14m-downloads Yang, C., & Liu, D. (2017). Mo i es ma e : Mo i es o playing Pokémon Go and implica ions o well-being. Cybe psychology, Beha io , and Social Ne wo king. 20(1). Zsila, Á., O osz, G., Bő he, B., Tó h-Ki ályab, I., Ki ály, O., G i i hs, M., & Deme o ics, Z. (2017). An empi ical s udy on he mo i a ions unde lying augmen ed eali y games: The case o Pokémon Go du ing and a e Pokémon e e . Pe sonali y and Indi idual Di e ences.