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2019 | OriginalPaper | Chapter

7. Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO

Authors : Elina Koskinen, Dale Leorke, Kati Alha, Janne Paavilainen

Published in: Augmented Reality Games I

Publisher: Springer International Publishing

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Abstract

Pokémon GO was the first location-based augmented reality game to reach mainstream popularity. We present a qualitative survey study (n = 2611) focusing on the Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and the experiences were fresh in players’ minds. We analyzed the open-ended written responses with thematic analysis, resulting in seven categories with a total of 82 thematic codes. The categories we constructed were Game Play and Game Content, People and Sociability, Location, Circumstances and Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand Pokémon GO as a unique social phenomenon as well as a location-based augmented reality game more broadly. In addition to shedding more light on the Pokémon GO experiences and considering the potential for location-based games to engage players within the physical and social context around them, the findings capture what players found memorable about the massive phenomenon at its peak.

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Footnotes
1
We tested the survey with 18 respondents and iterated the survey based on the feedback on usability, flow, and other issues that might affect the respondent experience. The final survey was distributed on Facebook in 15 Finnish Pokémon GO and other related groups. In the covering note, we encouraged respondents to further share the survey. Two Finnish gaming news portals, V2.fi and Dome also advertised the survey.
 
2
Due to our method, the respondents can be presumed to be more active Pokémon GO players than the average player population. As an exploratory study on memorable experiences, the respondent sample was not aimed to be representative.
 
3
Game play (verb) here is defined as the activity and behaviour of players while playing the game.
 
4
In the remainder of this article, the codes used are indicated with bold text.
 
5
For example, “pokekävely” or “pokemon-kävely” in Finnish.
 
6
In our coding, children (related) has been defined as players’ own children and child relatives (niece, nephew, grandchild, godchild). Children (others) means non-related children. Partner means boyfriend, girlfriend, spouse, husband or wife. We defined Youth as young people who were not described as children by the respondents. We used Family when the respondent did not describe the family members more specifically. Relatives was used when other related people like nieces, nephews, uncles, aunts, grandparents, cousins or in-laws were mentioned. We coded Group, when the respondent mentioned being with a group of people.
 
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Metadata
Title
Player Experiences in Location-Based Games: Memorable Moments with Pokémon GO
Authors
Elina Koskinen
Dale Leorke
Kati Alha
Janne Paavilainen
Copyright Year
2019
DOI
https://doi.org/10.1007/978-3-030-15616-9_7