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dc.contributor.authorLintula, Juuli
dc.contributor.authorTuunanen, Tuure
dc.contributor.authorSalo, Markus
dc.contributor.authorKari, Tuomas
dc.date.accessioned2017-08-02T09:19:16Z
dc.date.available2017-08-02T09:19:16Z
dc.date.issued2017
dc.identifier.citationLintula, J., Tuunanen, T., Salo, M., & Kari, T. (2017). Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go. In <i>ECIS 2017 : Proceedings of the 25th European Conference on Information Systems, Guimarães, Portugal, June 5-10, 2017</i> (pp. 3092-3101). European Conference on Information Systems. <a href="http://aisel.aisnet.org/ecis2017_rip/56" target="_blank">http://aisel.aisnet.org/ecis2017_rip/56</a>
dc.identifier.otherCONVID_27099451
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/54976
dc.description.abstractWe conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies. We address this gap by adopting a qualitative research approach and examining 55 critical Pokémon Go user incidents, and ca. 30 laddering interviews. The data is coded into process components categorized in three interrelated dimensions and three temporal points. As a result, a value co-destruction process framework for AR mobile games will be proposed. We contribute to the literature by empirically extending the extant value co-destruction conceptualization, and pioneering a study of value co-destructive user behaviour in the AR mobile games domain. Our findings will help researchers and managers understand value co-destructive user behaviour and rectify critical interaction components
dc.language.isoeng
dc.publisherEuropean Conference on Information Systems
dc.relation.ispartofECIS 2017 : Proceedings of the 25th European Conference on Information Systems, Guimarães, Portugal, June 5-10, 2017
dc.relation.urihttp://aisel.aisnet.org/ecis2017_rip/56
dc.subject.othertäydennetty todellisuus
dc.subject.othervalue
dc.subject.otherco-creation
dc.subject.otherPokémon Go
dc.titleUnderstanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go
dc.typeconference paper
dc.identifier.urnURN:NBN:fi:jyu-201707173306
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2017-07-17T09:15:08Z
dc.relation.isbn978-989-20-7655-3
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange3092-3101
dc.type.versionacceptedVersion
dc.rights.copyright© 2017 the Authors. This is a final draft version of an article whose final and definitive form has been published by AISeL. Published in this repository with the kind permission of the publisher.
dc.rights.accesslevelopenAccessfi
dc.type.publicationconferenceObject
dc.relation.conferenceEuropean Conference on Information Systems
dc.subject.ysolisätty todellisuus
dc.subject.ysoverkkopelit
dc.subject.ysopalvelut
dc.subject.ysomobiilipelit
jyx.subject.urihttp://www.yso.fi/onto/yso/p25016
jyx.subject.urihttp://www.yso.fi/onto/yso/p22610
jyx.subject.urihttp://www.yso.fi/onto/yso/p838
jyx.subject.urihttp://www.yso.fi/onto/yso/p15342
dc.type.okmA4


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