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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.
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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
Amber Choo
Archiact, 1200-1055 West Georgia St.
Vancouver, BC V6E 3P3 CANADA
Dr. Diane Gromala
Dr. Christopher D. Shaw
Simon Fraser University
250 -13450 102 Avenue
Surrey, BC V3T 0A3 CANADA
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