Abstract

Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.

Highlights

  • Digital technologies are changing ways of working, studying, communicating and entertaining [1,2], among other things

  • The present work has investigated the connections between continuance intention of playing

  • The findings indicate that U&G theory comprises an appropriate framework, because (1) it broadly explains the voluntary use of ICT for hedonic purposes and (2), it has enough potential to examine motivations for the continuous use of augmented reality mobile games, such as Pokémon Go

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Summary

Introduction

Digital technologies are changing ways of working, studying, communicating and entertaining [1,2], among other things. During the past few years, the continuous growth of the use of mobile devices and media technologies has transformed traditional games [3,4,5]. In this context, mobile device gaming has opened up new dimensions for entertainment applications [6]. This article is focused on the use of Pokémon Go game, one of the most popular smartphone games of all time [7,8,9,10]. As stated in [14], based on December 2018 statistics, Pokémon Go dominates the location-based game category in terms of revenue

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