Abstract
Pokémon GO has been increasingly popular since its first release in July 2016. Due to the massive success of this game, a growing body of research has accumulated in recent years investigating the motives for playing Pokémon GO. This chapter provides an overview of empirical studies that aimed to explore a wide range of motives that drive players to use and re-use this popular augmented reality game. Overall, 14 studies have been identified, and 8 main motives were classified based upon this literature: social, physical/outdoor activity, nostalgia, fun/enjoyment, competition/achievement, exploration/curiosity, boredom, and trendiness. In addition, players were motivated to collect all Pokémon species, experience the advantages of AR games, and escape from reality. The associations of these motives with adaptive and maladaptive behaviors are also discussed in this chapter, alongside with the possibilities for future research.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The numbers in parenthesis refer to the number of empirical studies in which the respective motive was identified as a separate dimension among playing motives.
References
Ayers JW, Leas EC, Dredze M et al (2016) Pokémon GO—a new distraction for drivers and pedestrians. JAMA Int Med 176(12):1865–1866. https://doi.org/10.1001/jamainternmed.2016.6274
Baranowski T (2016) Pokémon Go, go, go, gone? Games Health J 5(5):293–294. https://doi.org/10.1089/g4h.2016.01055.tbp
Barkley JE, Lepp A, Glickman EL (2017) “Pokémon Go!” May promote walking, discourage sedentary behavior in college students. Games Health J 6(3):165–170. https://doi.org/10.1089/g4h.2017.0009
Bartle RA (2003) Designing virtual worlds. New Riders, Indianapolis
Beard JG, Ragheb MG (1983) Measuring leisure motivation. J Leisure Res 15(3):219–228. https://doi.org/10.1080/00222216.1983.11969557
Bonus JA, Peebles A, Mares ML, Sarmiento IG (2018) Look on the bright side (of media effects): Pokémon Go as a catalyst for positive life experiences. Media Psychol 21(2):263–287. https://doi.org/10.1080/15213269.2017.1305280
Boulos MNK, Lu Z, Guerrero P et al (2017) From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health. Int J Health Geogr 16(7). https://doi.org/10.1186/s12942-017-0081-0
Buckingham D, Sefton-Green J (2003) Gotta Catch’em all: structure, agency and pedagogy in children’s media culture. Media Cult Soc 25(3):379–399. https://doi.org/10.1177/0163443703025003005
Caci B, Scrima F, Tabacchi ME et al (2018) The reciprocal influences among motivation, personality traits, and game habits for playing Pokémon GO. Int J Hum–Comput Interact. https://doi.org/10.1080/10447318.2018.1519167
Chu M-H (2000) Research on personal characteristics, the behavior of using internet, and internet addiction for Taiwanese college students. Master’s Thesis, Da-Yeh University
Demetrovics Z, Urbán R, Nagygyörgy K et al (2011) Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behav Res Methods 43(3):814–825. https://doi.org/10.3758/s13428-011-0091-y
Dorward LJ, Mittermeier JC, Sandbrook C et al (2017) Pokémon Go: benefits, costs, and lessons for the conservation movement. Conserv Lett 10(1):160–165. https://doi.org/10.1111/conl.12326
Frostling-Henningsson M (2009) First-person shooter games as a way of connecting to people: “Brothers in blood”. CyberPsychol Behav 12(5):557–562. https://doi.org/10.1089/cpb.2008.0345
Gerrig RJ, Zimbardo PG, Campbell AJ et al (2011) Psychology and life. Pearson Higher Education, Australia
Hamari J, Malik A, Koski J et al (2018). Uses and gratifications of Pokémon Go: why do people play mobile location-based augmented reality games? Int J Hum–Comput Interact. https://doi.org/10.1080/10447318.2018.1497115
Howe KB, Suharlim C, Ueda P et al (2016) Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study. BMJ 355:i6270. https://doi.org/10.1136/bmj.i6270
Hsu C-L, Lu H-P (2007) Consumer behavior in online game communities: a motivational factor perspective. Comput Hum Behav 23(3):1642–1659. https://doi.org/10.1016/j.chb.2005.09.001
Kaczmarek LD, Misiak M, Behnke M et al (2017) The Pikachu effect: social and health gaming motivations lead to greater benefits of Pokémon GO use. Comput Hum Behav 75:356–363. https://doi.org/10.1016/j.chb.2017.05.031
Katsuno H, Maret J (2004) Localizing the Pokémon TV: series for the American market. In: Tobin J (ed) Pikachu’s global adventure: the rise and fall of Pokémon. Duke University Press, Durham, pp 80–107
Katz E, Haas H, Gurevitch M (1973) On the use of the mass media for important things. Am Sociol Rev 38(2):164–181. https://doi.org/10.2307/2094393
Keogh B (2017) Pokémon Go, the novelty of nostalgia, and the ubiquity of the smartphone. Mobile Media Commun 5(1):38–41. https://doi.org/10.1177/2050157916678025
Király O, Urbán R, Griffiths MD et al (2015) The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey. J Med Internet Res 17(4):e88. https://doi.org/10.2196/jmir.3515
Lazzaro N (2004) Why we play games: Four keys to more emotion without story. Paper presented at the Game Developers Conference, Oakland, 8 Mar 2004
Liu W, Ligmann-Zielinska A (2017) A pilot study of Pokémon Go and players’ physical activity. Games Health J 6(6):343–350. https://doi.org/10.1089/g4h.2017.0036
Loveday P, Burgess J (2017) Flow and Pokémon GO: the contribution of game level, playing alone, and nostalgia to the flow state. E-J Soc Behav Res Bus 8(2):16–28
Malone T (1981) What makes computer games fun? In: Borman L (ed) CHI’81 Proceedings of the joint conference on easier and more productive use of computer systems. (Part-II): Human interface and the user interface, vol 1981. ACM, New York, p 143
Marquet O, Alberico C, Adlakha D et al (2017) Examining motivations to play Pokemon Go and their influence on perceived outcomes and physical activity. JMIR Serious Games 5(4):e21. https://doi.org/10.2196/games.8048
National Center for Education Statistics (2018) https://nces.ed.gov/programs/digest/d16/tables/dt16_303.70.asp. Accessed 10 Nov 2018
Orosz G, Zsila Á, Vallerand RJ et al (2018) On the determinants and outcomes of passion for playing Pokémon Go. Front Psychol 9:316. https://doi.org/10.3389/fpsyg.2018.00316
Rasche P, Schlomann A, Mertens A (2017) Who is still playing Pokemon Go? A web-based survey. JMIR Serious Games 5(2):e7. https://doi.org/10.2196/games.7197
Rauschnabel PA, Rossmann A, Claudia tom Dieck M (2017) An adoption framework for mobile augmented reality games: the case of Pokémon Go. Comput Hum Behav 76:276–286. https://doi.org/10.1016/j.chb.2017.07.030
Ruiz-Ariza A, Casuso RA, Suarez-Manzano S et al (2018) Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Comput Educ 116:49–63. https://doi.org/10.1016/j.compedu.2017.09.002
Ryckman RM, Hammer M, Kaczor LM et al (1990) Construction of a hypercompetitive attitude scale. J Pers Assess 55(3–4):630–639. https://doi.org/10.1080/00223891.1990.9674097
Ryckman RM, Hammer M, Kaczor LM et al (1996) Construction of a personal development competitive attitude scale. J Pers Assess 66(2):374–385. https://doi.org/10.1207/s15327752jpa6602_15
Tabacchi ME, Caci B, Cardaci M et al (2017) Early usage of Pokémon Go and its personality correlates. Comput Hum Behav 72:163–169. https://doi.org/10.1016/j.chb.2017.02.047
Tang AK (2017) Key factors in the triumph of Pokémon GO. Bus Horiz 60(5):725–728. https://doi.org/10.1016/j.bushor.2017.05.016
Taylor LN, Whalen Z (2008) Playing the Past. In: Whalen Z, Taylor LN (eds) History and Nostalgia in video games. Vanderbilt University Press, Nashville, pp 1–18
Tong X, Gupta A, Lo H, Choo A, Gromala D, Shaw CD (2017). Chasing lovely monsters in the wild, exploring players’ motivation and play patterns of Pokémon Go: go, gone or go away? In: Companion of the 2017 ACM conference on computer supported cooperative work and social computing, ACM, pp 327–330
Vaterlaus JM, Frantz K, Robecker T (2018) Reliving my childhood dream of being a Pokémon Trainer: an exploratory study of college student uses and gratifications related to Pokémon Go. Int J Hum Comput Int 35(7):596–604. https://doi.org/10.1080/10447318.2018.1480911
Vella K, Johnson D, Cheng VWS et al (2017) A sense of belonging: Pokemon GO and Social Connectedness. Games Cult. https://doi.org/10.1177/1555412017719973
Wang S-I (2007) Attitudes, motives and consequences of internet use. J Cyber Cult Inf Soc 12:57–85
Wong FY (2017) Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study. Int J Health Geogr 16:8. https://doi.org/10.1186/s12942-017-0080-1
Yang C-C, Liu D (2017) Motives matter: motives for playing Pokémon Go and implications for well-being. Cyberpsychology Behav Soc Netw 20(1):52–57. https://doi.org/10.1089/cyber.2016.0562
Yang C-C, Sia WY, Tseng Y-C, Chiu J-C (2018) How Does Pokémon Go influence in motivation, sport involvement and tourism benefit. Global conference on business and social science series. Retrieved from: http://ir.lib.cyut.edu.tw:8080
Yee N (2006) The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence Teleop Virt 15(3):309–329. https://doi.org/10.1162/pres.15.3.309
Yee N, Ducheneaut N, Nelson L (2012). Online gaming motivations scale: development and validation. In: Proceedings of the SIGCHI conference on human factors in computing systems. ACM, pp 2803–2806
Zimbardo PG, Boyd JN (2015) Putting time in perspective: a valid, reliable individual-differences metric. In: Stolarski M, Fieulaine N, van Beek W (eds) Time perspective theory; review, research and application. Springer, Cham, pp 17–55
Zsila Á, Orosz G, Bőthe B et al (2018) An empirical study on the motivations underlying augmented reality games: the case of Pokémon Go during and after Pokémon fever. Personality Individ Differ 133:56–66. https://doi.org/10.1016/j.paid.2017.06.024
Acknowledgements
This work was completed in the ELTE Institutional Excellence Program (783-3/2018/FEKUTSRAT) supported by the Hungarian Ministry of Human Capacities.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Zsila, Á., Orosz, G. (2019). Motives for Playing Pokémon GO and Their Associations with Problematic and Health Behaviors. In: Geroimenko, V. (eds) Augmented Reality Games I. Springer, Cham. https://doi.org/10.1007/978-3-030-15616-9_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-15616-9_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-15615-2
Online ISBN: 978-3-030-15616-9
eBook Packages: Computer ScienceComputer Science (R0)