Abstract
New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users’ Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go’s potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.
Highlights
IntroductionNumerous studies have verified that online games can negatively influence peoples’
This study found that usersstrangers, value theand social relationships that Pokémon
Between friends, family, strangers, and neighbors. This result is supported by a number cognitive performance and emotional intelligence by Ruiz-Ariza, Casuso, Suarez-Manzano, of studies [6,35,55]
Summary
Numerous studies have verified that online games can negatively influence peoples’. Mendes, Barbosa, and Reis [1] systematically reviewed the relationship between health determinants and playing video games, and their results indicated that playing video games online is highly related to risk behaviors and adverse overall health outcomes. Location-based augmented reality (AR) technology has brought gamers a whole new interface, playing games, and a set of benefits. AR subverts the perception that gaming is a passive leisure activity because it enables users to play via their smartphones, play outdoors, pursue social connections, and navigate and perceive the real world while they play [3,4]. Ko, Lee, and Kim [5] mentioned that AR technology, when applied to e-leisure activities, could increase users’ quality of life, sense of self-worth, and enjoyment, and AR online games generate more positive and active outcomes
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