2020
Arjoranta, Jonne; Kari, Tuomas; Salo, Markus
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study Journal Article
In: JMIR Serious Games, vol. 8, iss. 2, pp. e15967, 2020, ISSN: 2291-9279.
Abstract | Links | Tags: Augmented reality games, Behaviour change, Behaviour change support system, Digital games, Exergames, Location-based game, Pervasive games, Pokémon Go
@article{Arjoranta2020,
title = {Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study},
author = {Jonne Arjoranta and Tuomas Kari and Markus Salo},
url = {https://games.jmir.org/2020/2/e15967/},
doi = {10.2196/15967},
issn = {2291-9279},
year = {2020},
date = {2020-04-01},
journal = {JMIR Serious Games},
volume = {8},
issue = {2},
pages = {e15967},
abstract = {Background:
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.},
keywords = {Augmented reality games, Behaviour change, Behaviour change support system, Digital games, Exergames, Location-based game, Pervasive games, Pokémon Go},
pubstate = {published},
tppubtype = {article}
}
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.
Lammes, Sybille; Leorke, Dale (Ed.)
Games, Play and Urban Environments Collection
2020, ISSN: 1938-0399.
Abstract | Links | Tags: Location-based game, Minecraft, Pervasive games, Pokémon Go, Reviews, Urban play, Urban studies, Video games, Wayfinder Live
@collection{Lammes2020,
title = {Games, Play and Urban Environments},
editor = {Sybille Lammes and Dale Leorke},
url = {https://www.museumofplay.org/journalofplay/issues/volume-12-number-3/},
issn = {1938-0399},
year = {2020},
date = {2020-01-06},
urldate = {2020-01-06},
booktitle = {American Journal of Play},
volume = {12},
issue = {3},
abstract = {Welcome to The American Journal of Play’s special issue on games, play, and urban environments, another in our series of theme issues. This special issue appears as play itself, both outdoors and indoors, has been abruptly curtailed to fit the shifting regulations and safety concerns surrounding the outbreak of the COVID-19 pandemic. To spotlight new scholarship and offer fresh perspectives on the relationship between play and space, guest editors Sybille Lammes and Dale Leorke have gathered a series of articles exploring this spatial relationship in video game play and design. Following their guest editors’ foreword, they begin with a roundtable discussion among the authors of Pervasive Games: Theory and Design—Markus Montola, Jaakko Stenros, and Annika Waern—about the evolution of pervasive games and the research it has inspired. Next, Troy Innocent and Dale Leorke take a new look at the concept of urban play, drawing on a case study of a location-based, augmented-reality game codesigned by Innocent. Hugh Davies offers an alternative cultural genealogy of Pokémon GO focused on the connections between Japan’s seasonal play and the popular augmented reality mobile game. Mia Consalvo and Andrew Phelps review the potential for game design to reveal the complex relationships between urban space, social class, and mental health through purposeful player navigation and narrative architecture. Hamza Bashandy closes the issue with an examination Minecraft’s contemporary use in community mapping and architectural design.
},
keywords = {Location-based game, Minecraft, Pervasive games, Pokémon Go, Reviews, Urban play, Urban studies, Video games, Wayfinder Live},
pubstate = {published},
tppubtype = {collection}
}
Leorke, Dale; Montola, Markus; Stenros, Jaakko; Waern, Annika
Pervasive Games Ten Years Later: A Roundtable Discussion with Markus Montola, Jaakko Stenros, and Annika Waern Journal Article
In: American Journal of Play, vol. 12, iss. 3, pp. 259-269, 2020, ISSN: 1938-0399.
Abstract | Links | Tags: Pervasive games, Retrospective, Roundtable discussion
@article{Leorke2020d,
title = {Pervasive Games Ten Years Later: A Roundtable Discussion with Markus Montola, Jaakko Stenros, and Annika Waern},
author = {Dale Leorke and Markus Montola and Jaakko Stenros and Annika Waern},
url = {https://www.museumofplay.org/journalofplay/issues/volume-12-number-3/},
issn = {1938-0399},
year = {2020},
date = {2020-01-06},
journal = {American Journal of Play},
volume = {12},
issue = {3},
pages = {259-269},
abstract = {In 2009, Markus Montola, Jaakko Stenros, and Annika Waern published Pervasive Games: Theory and Design, based on research conducted during the Integrated Project on Pervasive Games (IPerG) and funded by the European Union (E.U.) from 2005 to 2008. They wrote it—the first book-length treatise on the topic—before the widespread use of smartphones and the ubiquitous impact of gaming on mobile devices. The work documented an era that a number of scholars came to identify as the first wave (or generation) of pervasive games. In 2019 a full decade after the book’s publication, the authors were invited to participate in a roundtable discussion as part of the Urban Play Spring Seminar event in Tampere, Finland, to reflect on the evolution of pervasive games and on the recent scholarship about them. The following is a recorded and transcribed version of the roundtable discussion (including questions from the moderator Dale Leorke and the attending audience) edited for publication. It examines the validity of the term “pervasive games” in an era when games and playfulness have seemingly become ubiquitous, looks at the commercial potential of pervasive play and games, and investigates how these games can meaningfully be connected with the spaces of the cities, towns, and other environments where they are performed.},
keywords = {Pervasive games, Retrospective, Roundtable discussion},
pubstate = {published},
tppubtype = {article}
}
2019
Kankainen, Ville; Arjoranta, Jonne; Nummenmaa, Timo
Games as Blends: Understanding Hybrid Games Journal Article
In: Journal of Virtual Reality and Broadcasting, vol. 14, iss. 4, 2019, ISSN: 1860-2037.
Abstract | Links | Tags: Augmented reality games, Conceptual blending, Conceptual metaphor, Hybridity, Mixed reality, Pervasive games
@article{Kankainen2019,
title = {Games as Blends: Understanding Hybrid Games},
author = {Ville Kankainen and Jonne Arjoranta and Timo Nummenmaa},
url = {https://www.jvrb.org/past-issues/14.2017/4694},
doi = {10.20385/1860-2037/14.2017.4},
issn = { 1860-2037},
year = {2019},
date = {2019-01-17},
journal = {Journal of Virtual Reality and Broadcasting},
volume = {14},
issue = {4},
abstract = {The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.},
keywords = {Augmented reality games, Conceptual blending, Conceptual metaphor, Hybridity, Mixed reality, Pervasive games},
pubstate = {published},
tppubtype = {article}
}
