To Catch Them All—The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing
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TL;DR
Enjoyment of the game as well as motivation to win a battle were consistently found to affect these behavioural impacts and increase the probability of players’ spending money on induced consumption, such as for retail, restaurants, and travel.
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.
