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dc.contributor.authorArjoranta, Jonne
dc.contributor.authorKari, Tuomas
dc.contributor.authorSalo, Markus
dc.date.accessioned2020-05-27T12:10:48Z
dc.date.available2020-05-27T12:10:48Z
dc.date.issued2020
dc.identifier.citationArjoranta, J., Kari, T., & Salo, M. (2020). Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change : Qualitative Study. <i>JMIR Serious Games</i>, <i>8</i>(2), Article e15967. <a href="https://doi.org/10.2196/15967" target="_blank">https://doi.org/10.2196/15967</a>
dc.identifier.otherCONVID_35765622
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/69269
dc.description.abstractBackground: Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players' behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective: This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods: We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Results: We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. Conclusions: Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherJMIR Publications Inc.
dc.relation.ispartofseriesJMIR Serious Games
dc.rightsCC BY 4.0
dc.subject.otherPokémon GO
dc.subject.otherdigital gaming
dc.subject.otherbehavior change
dc.subject.otherpervasive games
dc.subject.otheraugmented reality games
dc.subject.otherlocation-based games
dc.subject.otherexergames
dc.subject.otherbehavior change support system
dc.titleExploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change : Qualitative Study
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202005273522
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2291-9279
dc.relation.numberinseries2
dc.relation.volume8
dc.type.versionpublishedVersion
dc.rights.copyright© 2020 the Authors
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber312397
dc.subject.ysopelaaminen
dc.subject.ysodigitaaliset pelit
dc.subject.ysolisätty todellisuus
dc.subject.ysopelaajat
dc.subject.ysokäyttäytyminen
dc.subject.ysopelitutkimus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p25016
jyx.subject.urihttp://www.yso.fi/onto/yso/p14484
jyx.subject.urihttp://www.yso.fi/onto/yso/p3625
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.2196/15967
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationThis research was supported by the Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312397).
dc.type.okmA1


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