Skip to main content

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10171))

Included in the following conference series:

Abstract

Pokémon GO is a location-based game that caused hype around the globe in 2016. Its primary objective is to “Catch’em All”, meaning to catch all available Pokémon. These are virtual creatures distributed in the real world and the player has to walk around and catch them. Various game-design elements such as fighting against other Pokémon or hatching eggs by covering a predefined distance promote physical activity. In this paper, we present the results of an online survey (N = 124) that investigated whether Pokémon GO persuaded players to walk more and in particular which game-design elements had the highest influence on walking behavior. Results show that Pokémon GO persuades people to leave the home and increase exercise. Game-design elements such as catching as many different Pokémon and completing the Pokédex are more persuasive than fighting and competition challenges.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 54.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 69.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Althoff, T., White, R.W., Eric, H.: Influence of Pokémon go on physical activity: study and implications. J. Med. Internet Res. 18(12), e315 (2016)

    Article  Google Scholar 

  2. Anselme, P., Robinson, M.J.F.: What motivates gambling behavior? Insight into dopamine’s role. Front. Behav. Neurosci. 7, 182 (2013). http://dx.doi.org/10.3389/fnbeh.2013.00182

    Article  Google Scholar 

  3. Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1), 19 (1996)

    Google Scholar 

  4. Bartley, J., Forsyth, J., Pendse, P., Xin, D., Brown, G., Hagseth, P., Agrawal, A., Goldberg, D.W., Hammond, T.: World of workout: a contextual mobile RPG to encourage long term fitness. In: Proceedings of the 2nd ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health, HealthGIS 2013, pp. 60–67. ACM, New York (2013)

    Google Scholar 

  5. Berkovsky, S., Bhandari, D., Kimani, S., Colineau, N., Paris, C.: Designing games to motivate physical activity. In: Proceedings of the 4th International Conference on Persuasive Technology, Persuasive 2009, pp. 37:1–37:4. ACM, New York (2009)

    Google Scholar 

  6. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge (2007)

    Google Scholar 

  7. Consolvo, S., Klasnja, P., McDonald, D.W., Landay, J.A.: Goal-setting considerations for persuasive technologies that encourage physical activity. In: Proceedings of the 4th International Conference on Persuasive Technology, Persuasive 2009, pp. 8:1–8:8. ACM, New York (2009)

    Google Scholar 

  8. Dorward, L.J., Mittermeier, J.C., Sandbrook, C., Spooner, F.: Pokémon go: benefits, costs, and lessons for the conservation movement. Conserv. Lett. 10(1), 160–165 (2017). doi:10.1111/conl.12326

    Article  Google Scholar 

  9. Gram-Hansen, L.B.: Geocaching in a persuasive perspective. In: Proceedings of the 4th International Conference on Persuasive Technology, Persuasive 2009, pp. 34:1–34:8. ACM, New York (2009)

    Google Scholar 

  10. Herrmanny, K., Ziegler, J., Dogangün, A.: Supporting users in setting effective goals in activity tracking. In: Meschtscherjakov, A., Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 15–26. Springer, Cham (2016). doi:10.1007/978-3-319-31510-2_2

    Google Scholar 

  11. Khaled, R., Barr, P., Noble, J., Fischer, R., Biddle, R.: Fine tuning the persuasion in persuasive games. In: Kort, Y., IJsselsteijn, W., Midden, C., Eggen, B., Fogg, B.J. (eds.) PERSUASIVE 2007. LNCS, vol. 4744, pp. 36–47. Springer, Heidelberg (2007). doi:10.1007/978-3-540-77006-0_5

    Chapter  Google Scholar 

  12. Orji, R., Mandryk, R.L., Vassileva, J., Gerling, K.M.: Tailoring persuasive health games to gamer type. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2013, pp. 2467–2476. ACM, New York (2013)

    Google Scholar 

  13. Sedikides, C., Wildschut, T.: Past forward: Nostalgia as a motivational force. Trends Cogn. Sci. 20(5), 319–321 (2016)

    Article  Google Scholar 

  14. Williamson, J.W.: Will the ‘Pokémon’ be heroes in the battle against physical inactivity? Sports Medicine Open J. 2(1), 13–14 (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alexander Meschtscherjakov .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Meschtscherjakov, A., Trösterer, S., Lupp, A., Tscheligi, M. (2017). Pokémon WALK: Persuasive Effects of Pokémon GO Game-Design Elements. In: de Vries, P., Oinas-Kukkonen, H., Siemons, L., Beerlage-de Jong, N., van Gemert-Pijnen, L. (eds) Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. PERSUASIVE 2017. Lecture Notes in Computer Science(), vol 10171. Springer, Cham. https://doi.org/10.1007/978-3-319-55134-0_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-55134-0_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-55133-3

  • Online ISBN: 978-3-319-55134-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics