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Chasing Lovely Monsters in the Wild, Exploring Players’ Motivation and Play Patterns of Pokémon Go : Go, Gone or Go Away? Abstract Pokémon Go TM allows players to catch and train Pokémon in the wild through a mobile Augmented Reality (AR) game. Numbers of people are willing to be physically active for long periods of time to catch the Pokémons. Further, the medical and public health communities are also curious if this game has triggered more active levels of sustainable Physical Activity (PA) or behavior changes for health benefits. Therefore, in this paper, we presented a critical analysis of Pokémon Go players’ experience from an online survey filled in by 32 participants. The goal of this survey is to get a glimpse of Pokémon Go players’ motivation, their play patterns and experience, and an understanding of their self-reported behavior changes and concerns. The results revealed both negative and positive outcomes of the gamification approach Pokémon Go adopted. Author Keywords Augmented reality game; gamification; motivation; pervasive health; physical activity; play pattern. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s). CSCW '17 Companion, February 25 - March 01, 2017, Portland, OR, USA ACM 978-1-4503-4688-7/17/02. http://dx.doi.org/10.1145/3022198.3026331 Xin Tong Ankit Gupta Henry Lo Simon Fraser University 250 -13450 102 Avenue Surrey, BC V3T 0A3 CANADA [email protected] [email protected] [email protected] Amber Choo Archiact, 1200-1055 West Georgia St. Vancouver, BC V6E 3P3 CANADA [email protected] Dr. Diane Gromala Dr. Christopher D. Shaw Simon Fraser University 250 -13450 102 Avenue Surrey, BC V3T 0A3 CANADA [email protected] [email protected] Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA 327

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Chasing Lovely Monsters in the Wild, Exploring Players’ Motivation and Play Patterns of Pokémon Go: Go, Gone or Go Away?

Abstract

Pokémon GoTM allows players to catch and train

Pokémon in the wild through a mobile Augmented

Reality (AR) game. Numbers of people are willing to be

physically active for long periods of time to catch the

Pokémons. Further, the medical and public health

communities are also curious if this game has triggered

more active levels of sustainable Physical Activity (PA)

or behavior changes for health benefits. Therefore, in

this paper, we presented a critical analysis of Pokémon

Go players’ experience from an online survey filled in

by 32 participants. The goal of this survey is to get a

glimpse of Pokémon Go players’ motivation, their play

patterns and experience, and an understanding of their

self-reported behavior changes and concerns. The

results revealed both negative and positive outcomes of

the gamification approach Pokémon Go adopted.

Author Keywords

Augmented reality game; gamification; motivation;

pervasive health; physical activity; play pattern.

Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that

copies are not made or distributed for profit or commercial

advantage and that copies bear this notice and the full citation on

the first page. Copyrights for third-party components of this work

must be honored. For all other uses, contact the Owner/Author.

Copyright is held by the owner/author(s).

CSCW '17 Companion, February 25 - March 01, 2017, Portland, OR,

USA ACM 978-1-4503-4688-7/17/02. http://dx.doi.org/10.1145/3022198.3026331

Xin Tong

Ankit Gupta

Henry Lo

Simon Fraser University

250 -13450 102 Avenue

Surrey, BC V3T 0A3 CANADA

[email protected]

[email protected]

[email protected]

Amber Choo

Archiact, 1200-1055 West Georgia St.

Vancouver, BC V6E 3P3 CANADA

[email protected]

Dr. Diane Gromala

Dr. Christopher D. Shaw

Simon Fraser University

250 -13450 102 Avenue

Surrey, BC V3T 0A3 CANADA

[email protected]

[email protected]

Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA

327

ACM Classification Keywords

H.5.m. Information interfaces and presentation (e.g.,

HCI): Miscellaneous.

Introduction

Pokémon Go is an Augmented Reality (AR) mobile

game that uses GPS location systems to create a map

of the local environment. Individuals can use their

phones to track and catch Pokémons (virtual monsters,

originated from a Japanese anime) [6]. During the past

three months, it has been a common phenomenon that

one would see a crowd of people hanging out together,

walking here and there, but all staring into their

phones, yelling the name of a Pokémon. In Pokémon

Go, players can go “geocaching” in AR mode with

mobile phones, where the virtual monsters turn alive in

the real world. Besides throwing Pokéballs to catch the

Pokémons, players can battle in a gym, hatch eggs by

traveling a distance, get supplies from Pokéstops, etc.

Admittedly, Pokémon Go causes a wave of fashionable

phenomenon among different age groups with all types

of players. Within the first week of its launch in July,

the game attracted over 65 million users [4].

Nevertheless, it only holds around decreased to 30

million active players till this August. Although lots of

Active Video Games (AVG, games that aim at

promoting Physical Activity) and gamified mobile Apps,

have been developed and researched for over two

decades, few of them have successfully or even

considered engaging players in a long-term

commitment to facilitate their Physical Activity (PA) [1].

However, very few academic research work have

explored the causes of this phenomenon and what

motivated the huge number of players.

For researchers, the most intriguing aspect from a

health technology perspective is that people must

engage in PA (e.g. walking, running, biking) to

successfully play the game. Many prior reviews of AVG

and gamification approaches in the mobile platform

have been conducted [3] [5]. Some of these are

positive and encouraging whereas others showed

contradictory results. As suggested in a recent editorial

letter in Games for Health Journal [1] and another one

from Sports and Exercise Medicine [2], academic

professionals are paying attention to Pokémon Go, and

propose possible empirical studies. Relevant questions

are worth researching and discussing, such as the

players’ profile, their motives and play patterns,

outcomes of playing Pokémon Go, etc., The answers

will shed light on gamification approaches and

video/mobile games that are designed to facilitate PA.

The Online Survey

An online questionnaire exploring Pokémon Go players’

experience was designed to figure out their motivations

and play patterns.

Participants’ Profile: We received a total of 40

responses with 32 completed surveys. The other 8

incomplete data were removed. The recruitment

information was circulated through emails, flyers, and

social websites. Out of 32 participants (16 female)

aging from 19-50 (Table 1). Nineteen of them are

university students, faculty members, and staff; the

other participants’ include a cook and a chef, a UI

designer, three game developer, one cashier, one

pharmacist, four office jobs (receptionist, bank clerk,

etc.), and one medical assistant. Fig. 2 shows their

hours per week spending on playing Pokémon Go, other

mobile games, and video games. Twenty-six

Figure 1: The mobile game

interface of Pokémon Go.

Top left: the environment of the

player’s neighborhood with

Pokéstops and Pokémon gyms;

top right: the player throwing

Pokéballs to catch Pokémon;

bottom left: players battling

with each other in the gym;

bottom right: players use

distance traveled to hatch

Pokémon from an egg.

Photo CC-BY Pokémon GoTM

Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA

328

participants devoted more time playing Pokémon Go

than other video games or mobile games.

Instruments and Measures: In this questionnaire,

the participants select three most significant reasons,

three things they like and dislike most about the game,

three reasons they stopped playing the game (if

applicable), out of over 20 options listed by us.

Moreover, questions When, Where, and with Whom

were asked, and participants self-reported their PA

changes, connections with others, chances meeting

new people, time holding cell phones on a 100 Visual

Analog Scale. In the end, one open question was

asked: what motivate you most to keep playing the

game.

Results

Table 2 shows the results of top three ranked

motivations, three reasons that stop them from

playing, three game mechanics or features they like

and dislike (# means the number of people). As for

when do they usually play the game, 7 answered only

in transit, 16 said leisure time like lunch, before or after

work, and 9 reported any available time. When it

comes with whom they play Pokémon Go, 17 only play

with their friends, coworkers or closed ones; 7 would

play alone; and 8 said both alone and with friends.

Results tell us that players’ primary motivation is to

catch and COLLECT all Pokémons, they enjoyed playing

it physically and virtually with other players. The

participants would prefer to play it with someone they

know. Although AR is an attractive bonus for the game,

its simple mechanics and repetition of the game

content turn the players bored of the game quickly.

For behavior changes related questions, most players

thought the game kept them physically active

(M=73.13, SD = 19.65) and playing Pokémon Go

facilitates their connections with people around them

(M=64.08, SD=18.16). The downside is that majority

of the participants rated they hold their cell phones

much longer than before (M=74.29, SD=30.79). For

chances meeting new people, players posed a neutral

attitude and desire (M=34.30, SD =24.24). However,

half of the participants left comments worrying about

safety and privacy issues, e.g., “the game collecting

location data via GPS, so it is easy to track me down”,

“sex offenders or robbers may take advantage of the

Pokéstops”, and “there were four Pokéstops around my

house that attract people keep coming!”

Questions No. 1 (#) No. 2 (#) No. 3(#)

Why play? To collect all

Pokémons (15)

Common

topic among

people

around me

(9)

Being

nostalgia of

the

Pokémon

anime (7)

Why stop?

Caught all

Pokémons, no

new features &

repetition (20)

Take too

much

time/require

to much PA

(15)

Friends &

people

around stop

playing it

(10)

Likes

Catching

Pokémons in

AR (16)

Pokéstops

mapped into

landmarks(7)

Battling in

the gym (6)

Dislikes

Mechanics too

simple –

throwing balls

(12)

Not much

game

variation,

repeated

Pokémons

(9)

Hardware

(battery),

bugs,

network,

servers, etc.

(7)

Table 2: Top three reasons selected by participants of Why

play, why stop, likes and dislikes.

Age Range No. of People

19-24 19

25-29 7

30-34 4

>35 2

Table 1: Participants’ age

distribution table.

Figure 2: Participants weekly

hours play Pokémon Go, other

mobile games, and PC/console

video games.

01

5

16

10

2

15

6

2

55

19

5

12

0

2

4

6

8

10

12

14

16

18

20

Never Lessthan 5hours

5 hoursto 10hours

10hoursto 20hours

Morethan 20hours

Pokémon Go

Other mobile games

Video games

Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA

329

Discussion

We can conclude that an AR game with gamification

approaches – rewards (from Pokéstops), collection (of

Pokémons), social interaction (gyms) – did encourage

people’s physical and emotional activity in a positive

way. As one participant mentioned from the open

question, Pokémon Go is doing a great educational

work by encouraging young generations to go to

outdoors and exploring the real world. But money

creates similar effects in this game, as another player

reported, “it is not fair that people buy lures to catch

more Pokémons.” However, the limited game features

reduce the fun and makes the maintenance of a long-

term motivation not sustainable. From Table 2, the

biggest motivation to play is collecting all Pokémons,

and childhood Pokémon memory, so the players may

drop out the game once they fulfill their goal or get

bored with the content. Therefore, either this game can

become the networking catalyst or social disasters in a

long-term run depending on the players’ engagement

with it – in another word, the Pokémon Intellectual

Property (IP) as well as fun game mechanics. This

research was carried from Sept to Oct., so there may

be novelty effect for the players. The limitations include

(1) it is a global game, but most of the participants

were from Canada (2 from Hong Kong); (2) players

self-reported the ratings of their behavior changes,

however, more than 6-month observation is necessary

to gain an accurate results; (3) although we had 32

valid answers till now, a larger database may bring

more insights and facts.

Conclusion

We hope this dual perspective contributes to a

sensibility for the material qualities, expressive

languages, and social understandings of player’s

motivation, play styles and potential behavior changes.

Overall, Pokémon Go benefits its players with increased

exercise, social connectivity, and outdoor activity.

However, players hold negative attitudes towards

safety and privacy concerns, time commitment, and its

game mechanics design. Ironically, on the one hand,

players’ PA can be increased through playing the game;

on the other hand, they spend the same amount of

time looking at their phones instead of the real

environment (Fig. 3).

References

[1] Baranowski, T. Pokémon Go, go, go, gone? Games

for Health Journal, 5 (2016), 293–294.

[2] J.W. Will the ‘Pokémon’ be Heroes in the Battle

Against Physical Inactivity? Sports and Exercise

Medicine - Open Journal 2, 1 (2016), 13–14.

[3] Fanning, J., Mullen, S.P., and McAuley, E.

Increasing physical activity with mobile devices: a

meta-analysis. Journal of Medical Internet

Research 14, 6 (2012), e161.

[4] Serino, M., Cordrey, K., McLaughlin, L., and

Milanaik, R.L. Pokémon Go and augmented virtual

reality games: a cautionary commentary for

parents and pediatricians. Current Opinion in

Pediatrics 28, 5 (2016), 673–677.

[5] Tong, X., Gromala, D., Shaw, C.D., and Choo, A. A

Field Study: Evaluating Gamification Approaches

for Promoting Physical Activity with Motivational

Models of Behavior Changes. In Human-Computer

Interaction. Novel User Experiences. Springer

International Publishing, 2016, 417–424.

[6] Pokémon GOTM http://www.pokemongo.com/.

Figure 3: A comic about Pokémon

Go players: an ironic depiction of

the dilemma. Does the game

encourage more physical activity,

or rather more time staring at

one’s cell phone alone?

Photo CC-BY Paweł Kuczyński on

Pinterest.

Poster Presentation CSCW 2017, February 25–March 1, 2017, Portland, OR, USA

330