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dc.contributor.authorKari, Tuomas
dc.contributor.authorArjoranta, Jonne
dc.contributor.authorSalo, Markus
dc.date.accessioned2017-09-04T05:41:46Z
dc.date.available2017-09-04T05:41:46Z
dc.date.issued2017
dc.identifier.citationKari, 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.otherCONVID_27188733
dc.identifier.otherTUTKAID_74820
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/55257
dc.description.abstractDigital 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.isoeng
dc.publisherACM
dc.relation.ispartofFDG '17: Proceedings of the International Conference on the Foundations of Digital Games
dc.subject.otherPokémon GO
dc.subject.othertäydennetty todellisuus
dc.subject.otherdigital gaming
dc.subject.othercritical incident technique
dc.subject.otherbehavior change
dc.subject.otheraugmented reality games
dc.subject.otherlocation-based games
dc.subject.otherexergames
dc.subject.otherbehavior change support system
dc.subject.otherprocedural rhetoric
dc.titleBehavior change types with Pokémon GO
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201708303606
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2017-08-30T06:15:03Z
dc.relation.isbn978-1-4503-5319-9
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.type.versionacceptedVersion
dc.rights.copyright© 2017 Copyright is held by the owner/author(s). Publication rights licensed to ACM.
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceInternational Conference on the Foundations of Digital Games
dc.subject.ysodigitaaliset pelit
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
dc.relation.doi10.1145/3102071.3102074
dc.type.okmA4


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