Gotta catch 'em all or not enough time: Users motivations for playing Pokemon Go™ and non-users' reasons for not installing

被引:14
|
作者
Broom, David Robert [1 ]
Lee, Ka Yiu [1 ,2 ]
Lam, Michael Huen Sum [1 ,2 ]
Flint, Stuart William [3 ]
机构
[1] Sheffield Hallam Univ, Acad Sport & Phys Act, Sheffield S10 2BP, S Yorkshire, England
[2] Vocat Training Council, Sch Higher & Profess Educ, Hong Kong, Peoples R China
[3] Leeds Beckett Univ, Sch Sport, Fairfax Hall,Headingley Campus, Leeds, W Yorkshire, England
来源
HEALTH PSYCHOLOGY RESEARCH | 2019年 / 7卷 / 01期
关键词
gamification; mobile health; motivation; physical activity; Pokemon Go; PHYSICAL-ACTIVITY; HEALTH; GO;
D O I
10.4081/hpr.2019.7714
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
Urban exergames are played in the real-world environment using built-in mobile phone sensors. The influence of Pokemon Go on physical activity and sitting time has been examined previously, however limited research has explored motivations for using the application. Thus, the aim of this study was to explore Pokemon Go users' motivations for using the application, ex-users' reasons for abandoning the game and non-users' reasons for not installing. After institutional ethical approval, the 'Physical Activity and Pokemon Go' questionnaire was developed using Qualtrics (TM) and distributed using social media soon after launch in the United Kingdom (baseline). At baseline a total of 461 participants (n=193 male, n=265 female, n=3 transgender) who were predominantly white (n=420) and did not self-report a disability (n=443) completed the questionnaire. Users' (n=236) were questioned on their motivations for using Pokemon Go and non-users' provided reasons for not installing. At 3 months a total of 127 participants (n=23 users) completed the questionnaire again and all qualitative data was thematically analyzed. The most commonly reported reason for using Pokemon Go was 'to have fun' which was 86% and 83% at baseline and 3 months respectively. The second most frequent reason at baseline was 'friends were using it' (58%) and at 3 months was 'to be outside' (48%). The least common motivation for using Pokemon Go at both baseline and 3 months was 'to meet new people' (8% and 0% respectively). At baseline, social motives and competition were two general themes which encapsulated Pokemon Go users' motivation for using the application. There were two general themes reported by Pokemon Go users' as to why they did not think they would use the application in the future. These were application related factors and factors unrelated to Pokemon Go. Non-users reported a range of reasons for not using Pokemon Go, including lack of interest and a lack of time. Safety concerns and risk of adverse events were reported by both users and non-users. This is the first study to thematically analyze motives for using Pokemon Go in which the findings are: 1) future smartphone applications aiming to increase physical activity must ensure that objectives evolve to maintain initial interest and motivation to engage with applications; 2) game developers must consider the required phone storage and capability which could be a barrier to downloading; and 3) concerns of using the application including the safety of users and those around them.
引用
收藏
页数:9
相关论文
共 8 条
  • [1] Are Pokemon GO Users More Sedentary Than Non-Users?
    Yan, Zi
    Finn, Kevin
    RESEARCH QUARTERLY FOR EXERCISE AND SPORT, 2018, 89 : A91 - A92
  • [2] GOTTA CATCH'EM ALL! - IDENTITY DISCOURSES ON THE CONSUMPTION OF POKEMON GO IN BRAZIL
    Maranhao de Souza-Leao, Andre Luiz
    Moura, Bruno Melo
    REVISTA BRASILEIRA DE MARKETING, 2018, 17 (06): : 895 - 913
  • [3] NOT FOR EVERYONE: PERCEPTIONS OF POKEMON GO AND PHYSICAL ACTIVITY IN APP USERS AND NON-USERS
    Gierc, Madelaine
    Locke, Sean
    Brawley, Larry
    ANNALS OF BEHAVIORAL MEDICINE, 2018, 52 : S811 - S811
  • [4] Gotta Catch 'Em All: Exploring the Use of Pokemon Go to Enhance Cognition and Affect
    Alloway, Tracy Packiam
    Carpenter, Rachel
    PSYCHOLOGY OF POPULAR MEDIA, 2021, 10 (02) : 178 - 186
  • [5] Who's Gotta Catch 'Em All?: Individual differences in Pokemon Go gameplay behaviors
    Khalis, Adri
    Mikami, Amori Yee
    PERSONALITY AND INDIVIDUAL DIFFERENCES, 2018, 124 : 35 - 38
  • [6] Gotta catch'em all! Pokemon GO and physical activity among young adults: difference in differences study
    Howe, Katherine B.
    Suharlim, Christian
    Ueda, Peter
    Howe, Daniel
    Kawachi, Ichiro
    Rimm, Eric B.
    BMJ-BRITISH MEDICAL JOURNAL, 2016, 355
  • [7] GOTTA CATCH 'EM ALL: POKEMON GO MOTIVATES ITS PARTICIPANTS TO INCREASE PHYSICAL ACTIVITY AND DECREASE SEDENTARY BEHAVIORS
    Nigg, Claudio R.
    Mateo, Desiree Joi
    An, Jiyoung
    ANNALS OF BEHAVIORAL MEDICINE, 2017, 51 : S2727 - S2727
  • [8] Gotta Catch 'Em All: Impact of Pokemon Go on Physical Activity, Sitting Time, and Perceptions of Physical Activity and Health at Baseline and Three-Month Follow-Up
    Broom, David R.
    Flint, Stuart W.
    GAMES FOR HEALTH JOURNAL, 2018, 7 (06) : 401 - 408