Abstract

Digital games are one of the most popular entertainment media in the world. Their allure and widespread popularity makes them an interesting and highly potential platform for behavior change attempts. In this paper, we investigate what types of behavior changes Pokemon GO has promoted or induced among its players. The study is based on an online survey sample of 262 Pokemon GO players, collected using the critical incident technique and analyzed using qualitative methods. The analysis shows that the behavior changes induced by Pokemon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routines more meaningful, expressed more positive emotions, and were more motivated to explore their surroundings.

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