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Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter reiterates the conclusions drawn on Pokémon Go in the context of intergenerational play. We begin by reflecting on the exigency of this book, before summarising our…

Abstract

This chapter reiterates the conclusions drawn on Pokémon Go in the context of intergenerational play. We begin by reflecting on the exigency of this book, before summarising our key findings under the following headings: (1) spatial activity and cognisance, (2) familial rhythms and digital labour, (3) playful bonding and ‘non-confrontational spaces’, (4) personal development and cursory connections, (5) familial challenges and concerns, (6) surveillance and the game beneath the game. Importantly, these findings are discussed in a manner that extends beyond the specificity of Pokémon Go. That is to say, our findings are used to establish how the next generation of locative games differs from the previous generations. Here, we pay particular attention to the various ways this current generation is predicated on a more dynamic digital architecture than earlier locative games and location-based social networks (LBSNs). Accordingly, this section is critical in terms of both surveying the area as it stands and positioning the current project in the canon of both locative media and intergenerational play. Moving forward, we reflect on how the experience of playing Pokémon Go has changed to accommodate the social restrictions put in place to help combat the COVID-19 global pandemic (Byford, 2020a, 2020b; Orland, 2020; Takahashi, 2020). In particular, this section highlights the adaptability of current hybrid reality games (HRGs) such as Pokémon Go in the wider field of locative games. Finally, this section looks to the future by deliberating how Pokémon Go might continue to develop in a COVID-19 world and what these developments might suggest about our approach to environments that increasingly feel at odds with the notion of play.

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with examining the families that play Pokémon Go together within the context of spatial practices. The chapter begins by outlining the general approach…

Abstract

This chapter is concerned with examining the families that play Pokémon Go together within the context of spatial practices. The chapter begins by outlining the general approach to spatiality that we adopt throughout this book, which is predicated on the ‘spatial turn’ within the social sciences. Here, spatial practices are understood as being socially constructed in day-to-day live, as opposed to being something simply given. In other words, ‘the concept of the city’ and the ‘urban fact’ (de Certeau, 1984, p. 1, italics in original) are not one and the same thing. Instead, the phenomenology of space is moulded in the social realm as part of the practice of everyday life, which has consequences for hybrid reality games (HRGs) like Pokémon Go. After delineating between ‘space’ and ‘place’ à la the ‘mobilities turn’, we shift our attention to embodied approaches to urban life. This begin with an examination of the art of the flânerie, which has been reimagined to account for the ubiquity of mobile media, and more recently, locative games. A review of the literature surrounding locative games demonstrates that, for the most part, concerns about spatiality have not extended to the kind of intergenerational play that is the focus of this book. Drawing on our original study of Pokémon Go, as outlined above, then, the chapter is driven by the following research questions. First, to what extent does Pokémon Go lead to families spending more time outside and how is this reshaping experienced. Second, what effect does this HRG has on the routes and pathways families choose to follow while traversing their physical setting, as well as the sites they frequent. Third, to what extent do families engage with the various elements of Pokémon Go and what does this suggest about the evolution of locative play in the context of earlier location-based social networks (LBSNs).

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with the social relationships and communities that families engage with while playing Pokémon Go. The chapter begins by considering the release of this…

Abstract

This chapter is concerned with the social relationships and communities that families engage with while playing Pokémon Go. The chapter begins by considering the release of this hybrid reality game (HRG) in the summer of 2016, and the extent to which it seemingly lends itself to communities and the development of social relationships through play. Following this, we demonstrate that while the evidence for Pokémon Go facilitating new relationships is apparent, the kind of relationships in question are not explicitly explicated through extant literature. Accordingly, we develop the theoretical framework that undergirds the exigency of the chapter. This includes Granovetter's (1973) taxonomy of social ties among people in social networks – strong, weak and latent ties – and the suggested effect these categories have on the sharing of information. Having outlined the implication of this taxonomy for comprehending social relationships forged through Pokémon Go, we introduce Gerbaudo's (2012) ‘liquid organising’ to explore how weak ties have been enhanced through social media, which raises pertinent question in the context of familial locative play. Critically, then, this chapter looks to understand what kind of social ties can be formed when the playing of Pokémon Go is itself performed in the context of the family unit, using the theoretical frameworks outlined above. This chapter is driven by the following research questions. First, what kinds of social relationships have developed for the families that play Pokémon Go together? This includes whether intergenerational players have made new friends, as well as strengthened current relationships. Second, has this HRG facilitated friendships for the children that play Pokémon Go? In other words, is a community of players still a salient feature of playing this HRG, in the same way that it was shortly after its release in the Summer 2016?

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Article
Publication date: 13 May 2019

Seongsoo Jang and Yi Liu

As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the…

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Abstract

Purpose

As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games.

Design/methodology/approach

Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience.

Findings

Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go.

Originality/value

The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.

Details

Information Technology & People, vol. 33 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of…

Abstract

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?

Details

Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Article
Publication date: 5 December 2017

Linwan Wu and Matthew A. Stilwell

Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing…

1886

Abstract

Purpose

Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO.

Design/methodology/approach

A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results.

Findings

Results indicated that gamers of Pokémon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players’ game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokémon GO were also identified, including the entertainment motive and social motive.

Originality/value

This study is the first one to analyze the marketing potential of Pokémon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.

Details

Journal of Research in Interactive Marketing, vol. 12 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 2 March 2022

Wen-Lung Shiau and Li-Chun Huang

Augmented reality (AR) has become a trend, and the effects of Pokémon Go, the most popular online and mobile game, have been explored in many studies. However, few studies have…

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Abstract

Purpose

Augmented reality (AR) has become a trend, and the effects of Pokémon Go, the most popular online and mobile game, have been explored in many studies. However, few studies have developed questionnaires of fit to investigate the relationship between the fit and the integration of the game's virtual world and reality. The paper intends to integrate the models of stimulus-organism-response (S-O-R) and information systems success with cognitive fit theory to explore the fit and reactions of users in the integration of real and virtual worlds.

Design/methodology/approach

Following MacKenzie's scale development, two surveys were conducted. The first survey was conducted to perform a scale development of fit. The second survey was collected from 315 Pokémon Go players to validate the fit scale and it was analyzed via structural equation modeling.

Findings

The results show that scale development of fit has good reliability and validity. Furthermore, game information quality, game system quality and virtual (Pokémon) characteristics have significantly positive effects on cognitive and emotional fit. Cognitive and emotional fit have significant positive effects on user satisfaction, and user satisfaction has significant positive effects on continued intention to play. The results suggest that maintaining the quality of the game and improving the virtual interface will provide a better fit between the real and virtual worlds, enhancing user satisfaction with the fit as well as their intention for continued use.

Originality/value

Although fit has been widely studied in various contexts, the application of AR has been rarely discussed. This study develops a scale of fit and takes Pokémon Go as the subject to validate the fit measurement and discuss players' cognition and feelings regarding the game. The authors measure user reactions to different stimuli and explore cognitive and emotional fit as well as the integration of virtual worlds and reality. In sum, to the best of the authors’ knowledge, this is one of the earliest studies to explore and develop a cognitive and emotional fit scale for future researchers and practitioners.

Details

Information Technology & People, vol. 36 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Book part
Publication date: 20 August 2020

Ashley Darrow

Pokémon has proven to be one of the most enduring and successful gaming franchises. Over the last two decades, Pokémon has produced dozens of games, multiple animated shows, and…

Abstract

Pokémon has proven to be one of the most enduring and successful gaming franchises. Over the last two decades, Pokémon has produced dozens of games, multiple animated shows, and several movies. In this time, video games have found a new footing when it comes to approaching death. Titles like A Mortician’s Tale (2017) by Laundry Bear Games have opened up digital gaming as a place, where death can be explored with serious thought and a new emotional depth. A dichotomy has emerged between games that take death seriously and ones that lower death to a mere game mechanic. This chapter looks to bridge that growing divide and explore the pop phenomenon that is Pokémon through the same critical lens that has been used to examine games like A Mortician’s Tale. Ultimately, the Pokémon franchise emerges as capable of thoughtful and provocative conversation about death and dying.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Keywords

Open Access
Article
Publication date: 19 March 2021

Samuli Laato, Nobufumi Inaba, Mauri Paloheimo and Teemu Daniel Laajala

This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of…

2982

Abstract

Purpose

This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang.

Design/methodology/approach

The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differences in game slang adoption between three teams in the location-based augmented reality game Pokémon GO. A divisive word “jym” (i.e. a Finnish slang derivative of the word “gym”) was discovered, and players' attitudes towards the word were further probed with a survey (n = 185). Finally, selected participants (n = 25) were interviewed in person to discover any underlying reasons for the observed polarised attitudes.

Findings

The players' teams were correlated with attitudes towards “jym”. Face-to-face interviews revealed association of the word to a particular player subgroup and it being used with improper grammar as reasons for the observed negative attitudes. Conflict over (virtual) territorial resources reinforced the polarisation.

Practical implications

Game design with static teams and inter-team conflict influences players' social and linguistic identity, which subsequently may result in divisive stratification among otherwise cooperative or friendly player-base.

Originality/value

The presented multi-method study connecting linguistic and social stratification is a novel approach to gaining insight on human social interactions, polarisation and group behaviour in the context of location-based games.

Details

Internet Research, vol. 31 no. 5
Type: Research Article
ISSN: 1066-2243

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Article
Publication date: 7 November 2016

Katie Elson Anderson

This past summer marked the release of a record-breaking mobile app, an app that had more downloads during its first week of release on the Apple App store than any other app…

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Abstract

Purpose

This past summer marked the release of a record-breaking mobile app, an app that had more downloads during its first week of release on the Apple App store than any other app before it (Vanian, 2016).

Design/methodology/approach

With 7.2 million downloads in its first week, Pokémon Go became an overnight sensation (Mac, 2016) and has continued to grow since the initial release.

Findings

News about this app was hard to avoid during the summer months, especially in the USA where it was reported that one in ten Americans was using Pokémon Go (Mac, 2016).

Originality/value

The download numbers have continued to grow to an impressive 500 million as of September 2016, and the app continues to increase its worldwide audience and is currently available in 100 countries (Skipper, 2016). What is this app that has captured such large international audiences? Why has it become so popular? And most importantly, what does it have to do with libraries?

Details

Library Hi Tech News, vol. 33 no. 10
Type: Research Article
ISSN: 0741-9058

Keywords

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