TY - GEN
T1 - Getting healthy by catching them all
T2 - 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
AU - Koivisto, Jonna
AU - Malik, Aqdas
AU - Gürkan, Bahadir Gürer
AU - Hamari, Juho
N1 - Publisher Copyright:
© 2019 IEEE Computer Society. All rights reserved.
PY - 2019
Y1 - 2019
N2 - In recent years, location-based augmented reality games such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience, but also have the potential to alter how players view their physical realities and alter the dynamics of traditional game play from its sedentary nature towards a more physical one. In this paper we investigate what kinds of players (achievement, immersion or social interaction -oriented) are more likely to derive health benefits from playing augmented reality games. We employ online survey data gathered among players of Pokémon Go (N=1190). The results show that playing location-based augmented reality games has a positive association with perceived mental, physical and social health outcomes overall. The results also suggest that the way in which players approach the game and what kinds of aspects of the game they emphasize can have a differential dynamic on how the health benefits of the game manifest. Results show that social gaming orientation is positively associated with physical, mental and social health outcomes, whereas achievement and immersion orientations are associated with physical and mental health outcomes.
AB - In recent years, location-based augmented reality games such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience, but also have the potential to alter how players view their physical realities and alter the dynamics of traditional game play from its sedentary nature towards a more physical one. In this paper we investigate what kinds of players (achievement, immersion or social interaction -oriented) are more likely to derive health benefits from playing augmented reality games. We employ online survey data gathered among players of Pokémon Go (N=1190). The results show that playing location-based augmented reality games has a positive association with perceived mental, physical and social health outcomes overall. The results also suggest that the way in which players approach the game and what kinds of aspects of the game they emphasize can have a differential dynamic on how the health benefits of the game manifest. Results show that social gaming orientation is positively associated with physical, mental and social health outcomes, whereas achievement and immersion orientations are associated with physical and mental health outcomes.
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M3 - Conference contribution
AN - SCOPUS:85065737779
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
SP - 1779
EP - 1788
BT - Proceedings of the 52nd Annual Hawaii International Conference on System Sciences, HICSS 2019
A2 - Bui, Tung X.
PB - IEEE Computer Society
Y2 - 8 January 2019 through 11 January 2019
ER -