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

Zach, Florian J. and Tussyadiah, Iis (2017) To Catch Them All—The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing In: Information and Communication Technologies in Tourism 2017, 24-26 Jan 2017, Rome, Italy.

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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.

Item Type: Conference or Workshop Item (Conference Paper)
Divisions : Faculty of Arts and Social Sciences > School of Hospitality and Tourism Management
Authors :
Zach, Florian J.
Date : 5 January 2017
DOI : 10.1007/978-3-319-51168-9_16
Copyright Disclaimer : © Springer International Publishing AG 2017
Uncontrolled Keywords : Mobile gaming; Location-based game; Mobility; Travel; Consumption; Wellbeing
Depositing User : Clive Harris
Date Deposited : 19 Oct 2017 10:51
Last Modified : 12 Nov 2019 12:24

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