Skip to main content

2017 | OriginalPaper | Buchkapitel

To Catch Them All—The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing

verfasst von : Florian J. Zach, Iis P. Tussyadiah

Erschienen in: Information and Communication Technologies in Tourism 2017

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

In order to better understand the effectiveness of location-based mobile games in shaping user behaviour, this study investigates the behavioural impacts of playing Pokémon GO on mobility (i.e., travel) and consumption (i.e., spending) and its effects on users’ wellbeing. Based on a survey with 405 players in the United States (US), three types of impacts were identified: sense of community (social), mobility (visitation to places), and physical activities. Two dimensions of players’ wellbeing were also identified: improved daily functions and psychosocial functions. Enjoyment of the game as well as motivation to win a battle were consistently found to affect these behavioural impacts. Additionally, these factors also increase the probability of players’ spending money on induced consumption, such as for retail, restaurants, and travel.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Ballagas, R., Kuntze, A., & Walz, S. P. (2008). Gaming tourism: lessons from evaluating REXplorer, a pervasive game for tourists. In J. Indulska, D. J. Patterson, T. Rodden, & M. Ott (Eds.), Pervasive 2008 Proceedings (pp. 244–261). Berlin: Springer. Ballagas, R., Kuntze, A., & Walz, S. P. (2008). Gaming tourism: lessons from evaluating REXplorer, a pervasive game for tourists. In J. Indulska, D. J. Patterson, T. Rodden, & M. Ott (Eds.), Pervasive 2008 Proceedings (pp. 244–261). Berlin: Springer.
Zurück zum Zitat Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74–82.e10. doi:10.1016/j.amepre.2007.09.027. Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventive Medicine, 34(1), 74–82.e10. doi:10.​1016/​j.​amepre.​2007.​09.​027.
Zurück zum Zitat Bulencea, P., & Egger, R. (2015). Gamification in Tourism. Norderstedt: Book on Demand. Bulencea, P., & Egger, R. (2015). Gamification in Tourism. Norderstedt: Book on Demand.
Zurück zum Zitat Chittaro, L., & Sioni, R (2012). Turning the classic snake mobile game into a location–Based exergame that encourages walking. In M. Bang & E. L Ragnemalm (Eds.), Persuasive Technology. Design for Health and Safety (pp. 43–54). Springer Berlin Heidelberg. Chittaro, L., & Sioni, R (2012). Turning the classic snake mobile game into a location–Based exergame that encourages walking. In M. Bang & E. L Ragnemalm (Eds.), Persuasive Technology. Design for Health and Safety (pp. 43–54). Springer Berlin Heidelberg.
Zurück zum Zitat Kendzierski, D., & DeCarlo, K. J. (1991). Physical activity enjoyment scale: two validation studies. Journal of Sport & Exercise Psychology, 13(1), 50–64.CrossRef Kendzierski, D., & DeCarlo, K. J. (1991). Physical activity enjoyment scale: two validation studies. Journal of Sport & Exercise Psychology, 13(1), 50–64.CrossRef
Zurück zum Zitat Klasnja, P., & Pratt, W. (2012). Healthcare in the pocket: Mapping the space of mobile-phone health interventions. Journal of Biomedical Informatics, 45(1), 184–198.CrossRef Klasnja, P., & Pratt, W. (2012). Healthcare in the pocket: Mapping the space of mobile-phone health interventions. Journal of Biomedical Informatics, 45(1), 184–198.CrossRef
Zurück zum Zitat Klopfer, E., & Squire, K. (2008). Environmental detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203–228.CrossRef Klopfer, E., & Squire, K. (2008). Environmental detectives—the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203–228.CrossRef
Zurück zum Zitat Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. H., & Rus, R. V. (2015). Exploring gamification techniques and applications for sustainable tourism. Sustainability, 7(8), 11160–11189.CrossRef Negruşa, A. L., Toader, V., Sofică, A., Tutunea, M. H., & Rus, R. V. (2015). Exploring gamification techniques and applications for sustainable tourism. Sustainability, 7(8), 11160–11189.CrossRef
Zurück zum Zitat Nysveen, H., Pedersen, P. E., & Thorbjørnsen, H. (2005). Intentions to use mobile services: Antecedents and cross-service comparisons. Journal of the Academy of Marketing Science, 33(3), 330–346. doi:10.1177/0092070305276149.CrossRef Nysveen, H., Pedersen, P. E., & Thorbjørnsen, H. (2005). Intentions to use mobile services: Antecedents and cross-service comparisons. Journal of the Academy of Marketing Science, 33(3), 330–346. doi:10.​1177/​0092070305276149​.CrossRef
Zurück zum Zitat Penedo, F. J., & Dahn, J. R. (2005). Exercise and well-being: A review of mental and physical health benefits associated with physical activity. Current Opinion in Psychiatry, 18(2), 189–193.CrossRef Penedo, F. J., & Dahn, J. R. (2005). Exercise and well-being: A review of mental and physical health benefits associated with physical activity. Current Opinion in Psychiatry, 18(2), 189–193.CrossRef
Zurück zum Zitat Ryan, R., Rigby, C., & Przybylski, A. (2006). The motivational pull of videogames: A self determination theory approach. Motivation and Emotion, 347, 63. Ryan, R., Rigby, C., & Przybylski, A. (2006). The motivational pull of videogames: A self determination theory approach. Motivation and Emotion, 347, 63.
Zurück zum Zitat Sintoris, C., Stoica, A., Papadimitriou, I., Yiannoutsou, N., Komis, V., & Avouris, N. (2010). MuseumScrabble: Design of a mobile game for children’s interactions with digitally augmented cultural space. International Journal of Mobile Human Computer Interaction, 2(2), 53–71.CrossRef Sintoris, C., Stoica, A., Papadimitriou, I., Yiannoutsou, N., Komis, V., & Avouris, N. (2010). MuseumScrabble: Design of a mobile game for children’s interactions with digitally augmented cultural space. International Journal of Mobile Human Computer Interaction, 2(2), 53–71.CrossRef
Zurück zum Zitat Tung, V. W. S., & Ritchie, J. R. B. (2011). Exploring the essence of memorable tourism experiences. Annals of Tourism Research, 38(4), 1367–1386. Tung, V. W. S., & Ritchie, J. R. B. (2011). Exploring the essence of memorable tourism experiences. Annals of Tourism Research, 38(4), 1367–1386.
Zurück zum Zitat Tussyadiah, I. P. (2012). A concept of location-based social network marketing. Journal of Travel & Tourism Marketing, 29(3), 205–220.CrossRef Tussyadiah, I. P. (2012). A concept of location-based social network marketing. Journal of Travel & Tourism Marketing, 29(3), 205–220.CrossRef
Zurück zum Zitat Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2015). Tourists as mobile gamers: Gamificaiton for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124–1142.CrossRef Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2015). Tourists as mobile gamers: Gamificaiton for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124–1142.CrossRef
Metadaten
Titel
To Catch Them All—The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing
verfasst von
Florian J. Zach
Iis P. Tussyadiah
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-51168-9_16

Premium Partner