Abstract

BackgroundThere has been a sharp increase in the number of pedestrians injured while using a mobile phone, but little research has been conducted to explain how and why people use mobile devices while walking. Therefore, we conducted a survey study to explicate the motivations of mobile phone use while walkingObjectiveThe purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). In addition to the three components of TPB, automaticity, immersion, and enjoyment were added to the model. This study is a theory-based investigation that explores the underlying mechanisms of mobile phone use while walking focusing on a mobile game behavior.MethodsParticipants were recruited from a university (study 1; N=262) and Amazon Mechanical Turk (MTurk) (study 2; N=197) in the United States. Participants completed a Web-based questionnaire, which included measures of attitude, subjective norms, perceived behavioral control (PBC), automaticity, immersion, and enjoyment. Participants also answered questions regarding demographic items.ResultsHierarchical regression analyses were conducted to examine hypotheses. The model we tested explained about 41% (study 1) and 63% (study 2) of people’s intention to play Pokemon Go while walking. The following 3 TPB variables were significant predictors of intention to play Pokemon Go while walking in study 1 and study 2: attitude (P<.001), subjective norms (P<.001), and PBC (P=.007 in study 1; P<.001 in study 2). Automaticity tendency (P<.001), immersion (P=.02), and enjoyment (P=.04) were significant predictors in study 1, whereas enjoyment was the only significant predictor in study 2 (P=.01).ConclusionsFindings from this study demonstrated the utility of TPB in predicting a new behavioral domain—mobile use while walking. To sum up, younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking.

Highlights

  • The Ubiquity of Mobile DevicesDespite the efficiency and convenience of communication technology, the increased use of mobile media technology produces alarming safety issues in society, such as mobile phone use while driving [1] and walking [2,3]

  • Attitudes and subjective norms were the positive predictors of intention to play the mobile game, perceived behavioral control (PBC) had negative impact on intention

  • Compared with the long tradition of research on people’s perception, attitudes, and behaviors affected by newspaper, magazines, radio, television, and the Internet, we have relatively little understanding of the psychological and behavioral impact of mobile media

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Summary

Introduction

The Ubiquity of Mobile DevicesDespite the efficiency and convenience of communication technology, the increased use of mobile media technology produces alarming safety issues in society, such as mobile phone use while driving [1] and walking [2,3]. Researchers have examined the effects of mobile phone usage on cognitive and gait performance [4,5,6] Their findings indicated that people who used mobile phones while walking were cognitively distracted and did not pay enough attention to their surroundings, such as traffic signals or oncoming automobiles. Pedestrians who use their mobile phones while walking cannot maintain their balance, which may cause an increase in unsafe behaviors, injuries, or even death. We conducted a survey study to explicate the motivations of mobile phone use while walking Objective: The purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). Younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking

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