An empirical study on the motivations underlying augmented reality games: The case of Pokémon Go during and after Pokémon fever. (15th October 2018)
- Record Type:
- Journal Article
- Title:
- An empirical study on the motivations underlying augmented reality games: The case of Pokémon Go during and after Pokémon fever. (15th October 2018)
- Main Title:
- An empirical study on the motivations underlying augmented reality games: The case of Pokémon Go during and after Pokémon fever
- Authors:
- Zsila, Ágnes
Orosz, Gábor
Bőthe, Beáta
Tóth-Király, István
Király, Orsolya
Griffiths, Mark
Demetrovics, Zsolt - Abstract:
- Abstract: In 2016, Pokémon Go became the most popular game in the history of smartphone games and was among the first games to feature geo-located augmented reality (AR) elements. The goal of the present research was to obtain a deeper understanding concerning the motivations underlying Pokémon Go use and to create a measure that assesses these motivations. By extending the framework of the Motives for Online Gaming Questionnaire, three new factors – Outdoor Activity, Nostalgia, and Boredom – were added based on the findings of qualitative analysis, and which led to the creation of the Motives for Online Gaming Questionnaire - Pokémon Go extension (MOGQ-PG). Confirmatory factor analysis was carried out on a sample of Pokémon Go players ( N = 621). Results demonstrated that the final 37-item, first-order, 10-factor model had appropriate factor structure and internal consistency. A second follow-up study on Pokémon Go players ( N = 510) examined associations between gaming motivations, problematic use, and impulsivity. Results demonstrated that impulsivity was not related to the MOGQ-PG motives. Results also showed that competition and fantasy motivations predicted problematic gaming behavior. The present research is the first empirical contribution to the assessment and understanding of the motivational background of playing AR games such as Pokémon Go. Highlights: Through two studies we identified 10 motivational factors of Pokémon Go use. The factor structure of thisAbstract: In 2016, Pokémon Go became the most popular game in the history of smartphone games and was among the first games to feature geo-located augmented reality (AR) elements. The goal of the present research was to obtain a deeper understanding concerning the motivations underlying Pokémon Go use and to create a measure that assesses these motivations. By extending the framework of the Motives for Online Gaming Questionnaire, three new factors – Outdoor Activity, Nostalgia, and Boredom – were added based on the findings of qualitative analysis, and which led to the creation of the Motives for Online Gaming Questionnaire - Pokémon Go extension (MOGQ-PG). Confirmatory factor analysis was carried out on a sample of Pokémon Go players ( N = 621). Results demonstrated that the final 37-item, first-order, 10-factor model had appropriate factor structure and internal consistency. A second follow-up study on Pokémon Go players ( N = 510) examined associations between gaming motivations, problematic use, and impulsivity. Results demonstrated that impulsivity was not related to the MOGQ-PG motives. Results also showed that competition and fantasy motivations predicted problematic gaming behavior. The present research is the first empirical contribution to the assessment and understanding of the motivational background of playing AR games such as Pokémon Go. Highlights: Through two studies we identified 10 motivational factors of Pokémon Go use. The factor structure of this measure was stable during and after Pokémon fever. Three game-specific motivations were: Outdoor Activity, Nostalgia, and Boredom. Impulsivity was unrelated to Pokémon-Go motives. Competition and fantasy motivations predicted problematic gaming behavior. … (more)
- Is Part Of:
- Personality and individual differences. Volume 133(2018)
- Journal:
- Personality and individual differences
- Issue:
- Volume 133(2018)
- Issue Display:
- Volume 133, Issue 2018 (2018)
- Year:
- 2018
- Volume:
- 133
- Issue:
- 2018
- Issue Sort Value:
- 2018-0133-2018-0000
- Page Start:
- 56
- Page End:
- 66
- Publication Date:
- 2018-10-15
- Subjects:
- Augmented reality games -- Confirmatory factor analysis (CFA) -- Gaming motivation -- MOGQ-PG -- Pokémon Go -- Psychometric scale development
Personality -- Periodicals
Individuality -- Periodicals
Individuality -- Periodicals
Personality Development -- Periodicals
Personnalité -- Périodiques
Individualité -- Périodiques
155.205 - Journal URLs:
- http://www.sciencedirect.com/science/journal/01918869 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.paid.2017.06.024 ↗
- Languages:
- English
- ISSNs:
- 0191-8869
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 6428.010500
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- 6923.xml