dc.contributor.author | Kari, Tuomas | |
dc.contributor.author | Arjoranta, Jonne | |
dc.contributor.author | Salo, Markus | |
dc.date.accessioned | 2017-09-04T05:41:46Z | |
dc.date.available | 2017-09-04T05:41:46Z | |
dc.date.issued | 2017 | |
dc.identifier.citation | Kari, T., Arjoranta, J., & Salo, M. (2017). Behavior change types with Pokémon GO. In <i>FDG '17: Proceedings of the International Conference on the Foundations of Digital Games</i> (Article 33). ACM. <a href="https://doi.org/10.1145/3102071.3102074" target="_blank">https://doi.org/10.1145/3102071.3102074</a> | |
dc.identifier.other | CONVID_27188733 | |
dc.identifier.other | TUTKAID_74820 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/55257 | |
dc.description.abstract | Digital games1 are one of the most popular entertainment media
in the world. Teir allure and widespread popularity makes them
an interesting and highly potential platform for behavior change
atempts. In this paper, we investigate what types of behavior
changes Pokémon GO has promoted or induced among its
players. Te study is based on an online survey sample of 262
Pokémon GO players, collected using the critical incident
technique and analyzed using qualitative methods. Te analysis
shows that the behavior changes induced by Pokémon GO are
not just restricted to increased physical activity or social
behavior but are actually much more multifaceted: players were
more social, found their routines more meaningful, expressed
more positive emotions, and were more motivated to explore
their surroundings. | |
dc.language.iso | eng | |
dc.publisher | ACM | |
dc.relation.ispartof | FDG '17: Proceedings of the International Conference on the Foundations of Digital Games | |
dc.subject.other | Pokémon GO | |
dc.subject.other | täydennetty todellisuus | |
dc.subject.other | digital gaming | |
dc.subject.other | critical incident technique | |
dc.subject.other | behavior change | |
dc.subject.other | augmented reality games | |
dc.subject.other | location-based games | |
dc.subject.other | exergames | |
dc.subject.other | behavior change support system | |
dc.subject.other | procedural rhetoric | |
dc.title | Behavior change types with Pokémon GO | |
dc.type | conferenceObject | |
dc.identifier.urn | URN:NBN:fi:jyu-201708303606 | |
dc.contributor.laitos | Informaatioteknologian tiedekunta | fi |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Faculty of Information Technology | en |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.contributor.oppiaine | Tietojärjestelmätiede | fi |
dc.contributor.oppiaine | Information Systems Science | en |
dc.type.uri | http://purl.org/eprint/type/ConferencePaper | |
dc.date.updated | 2017-08-30T06:15:03Z | |
dc.relation.isbn | 978-1-4503-5319-9 | |
dc.type.coar | http://purl.org/coar/resource_type/c_5794 | |
dc.description.reviewstatus | peerReviewed | |
dc.type.version | acceptedVersion | |
dc.rights.copyright | © 2017 Copyright is held by the owner/author(s). Publication rights licensed to
ACM. | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.conference | International Conference on the Foundations of Digital Games | |
dc.subject.yso | digitaaliset pelit | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p22353 | |
dc.relation.doi | 10.1145/3102071.3102074 | |
dc.type.okm | A4 | |