Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?

Juho Hamari, Aqdas Malik*, Johannes Koski, Aditya Johri

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

134 Citations (Scopus)

Abstract

In recent years, augmented reality games (ARGs) 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. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.

Original languageEnglish
Pages (from-to)804-819
Number of pages16
JournalInternational Journal of Human-Computer Interaction
Volume35
Issue number9
DOIs
Publication statusPublished - May 28 2019
Externally publishedYes

Keywords

  • Augmented reality
  • Uses and Gratifications
  • freemium
  • gamification
  • location-based games

ASJC Scopus subject areas

  • Human Factors and Ergonomics
  • Human-Computer Interaction
  • Computer Science Applications

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