Abstract

Mobility is a fundamental characteristic of human society that shapes various aspects of our everyday interactions. This pervasiveness of mobility makes it paramount to understand factors that govern human movement and how it varies across individuals. Currently, factors governing variations in personal mobility are understudied with existing research focusing on explaining the aggregate behaviour of individuals. Indeed, empirical studies have shown that the aggregate behaviour of individuals follows a truncated Lévy-flight model, but little understanding exists of the laws that govern intra-individual variations in mobility resulting from transportation choices, social interactions, and exogenous factors such as location-based mobile applications. Understanding these variations is essential for improving our collective understanding of human mobility, and the factors governing it. In this article, we study the mobility laws of location-based gaming—an emerging and increasingly popular exogenous factor influencing personal mobility. We analyse the mobility changes considering the popular PokémonGO application as a representative example of location-based games and study two datasets with different reporting granularity, one captured through location-based social media, and the other through smartphone application logging. Our analysis shows that location-based games, such as PokémonGO, increase mobility—in line with previous findings—but the characteristics governing mobility remain consistent with a truncated Lévy-flight model and that the increase can be explained by a larger number of short-hops, i.e., individuals explore their local neighborhoods more thoroughly instead of actively visiting new areas. Our results thus suggest that intra-individual variations resulting from location-based gaming can be captured by re-parameterization of existing mobility models.

Highlights

  • Location-based gaming has steadily emerged as a popular pastime on smartphones, and become a potentially effective way at promoting physical activity [1–3]

  • Our analysis shows that location-based games, such as PokémonGO, increase mobility—in line with previous findings—but the characteristics governing mobility remain consistent with a truncated Lévy-flight model and that the increase can be explained by a larger number of short-hops, i.e., individuals explore their local neighborhoods more thoroughly instead of actively visiting new areas

  • Separating week-days and week-ends is essential for eliminating possible biases resulting from daily and weekly routines in mobility characteristics [28, 29], whereas categorizing the users is necessary to control for differing engagement levels [30, 31]

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Summary

Introduction

Location-based gaming has steadily emerged as a popular pastime on smartphones, and become a potentially effective way at promoting physical activity [1–3]. Location-based games are examples of a broader class of smartphone applications that attempt to promote physical activity—either directly through recommendations or indirectly through objectives that are linked with physical locations [1–3, 8]. We focus on location-based games due to their immense popularity and their use of gamification, which has been shown to be among the most effective mechanisms for achieving sustained change in mobility [12, 13]. We study mobility changes in response to locationbased gaming through Pokémon GO, the best known, and one of the most popular examples of location-based games. Pokémon GO remains among the most popular mobile apps in many countries, it has over 100 million active users, and has been downloaded over billion times in total. Pokémon GO is not an isolated success story either with other location-based games, such as Zombies, Run!, Ingress, Geocaching, Minecraft Earth and Harry Potter: Wizards Unite being highly popular

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