ABSTRACT
In recent years, Augmented Reality (AR) based mobile games have become popular among players. The Pokémon Go is one of the well-known examples. Although Pokémon Go game has become a global phenomenon, there is a limited study about players' experiences in the gameplay. Especially, little is known about players' engagement and immersion in playing AR-based mobile games in which physical movements in the real world are largely required to play the game. In this study, we conducted a pilot study with eight participants to investigate players' engagement, immersion, and experiences in the Pokémon Go gameplay. We report and discuss the preliminary findings from the study, which can help game designers understand players' experiences in the gameplay so that they can design more creative AR games in the future. Furthermore, the findings are also useful for future studies with larger sample size.
- Schmalstieg, D., and Hollerer, T. 2016. Augmented Reality: Principles and Practice (Usability), (1st. ed.). Addison-Wesley Professional. Google ScholarDigital Library
- Zünd F. et al. 2015. Augmented creativity: bridging the real and virtual worlds to enhance creative play. In Proceedings of SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications. Google ScholarDigital Library
- Pyae, A., and Potter, L. 2016. A player engagement model for an augmented reality game: A case of Pokémon Go. In Proceedings of the 28th Australian Conference on Human-Computer Interaction (HCI) OzCHI, Australia. Google ScholarDigital Library
- Kipper, G., and Rampolla, J. 2012. Augmented Reality: An Emerging Technologies Guide to AR, (1st. ed.). Syngress. Google ScholarDigital Library
- Molla, E., and Lepetit, V. 2012. Augmented reality for board games, In Proceedings of the International Symposium on Mixed and Augmented Reality (ISMAR).Google Scholar
- Sternberg, R. J. 2011. Cognitive Psychology, (6th ed.). Wadsworth Publishing.Google Scholar
- Perkins D. N. 1981. The Minds Best Work. Cambridge MA. Harvard University Press.Google Scholar
- Green, G., and Kaufman, J. C. 2015. Video Games and Creativity. Academic Press.Google Scholar
- Althoff, T., White, R. W., and Horvitz, E. 2016. Influence of Pokémon Go on physical activity: study and implications. Journal of Medical Internet Research, 18 (12): e315.Google ScholarCross Ref
- Chang, H., and Choi M. 2016. Big data and healthcare: Building an Augmented World. Healthcare Informatics Research, 22 (3): 153--155.Google ScholarCross Ref
- Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., and Guerrero, A. P.S. 2016. New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Research, 246: 848--849.Google ScholarCross Ref
- Pokémon Go. 2016. Explore. Retrieved December 1, 2016 from http://www.pokemongo.com/en-au/explore/.Google Scholar
- Yu, H. 2016. What Pokémon Go's success means for the future of augmented reality. Retrieved December 1, 2016 from http://fortune.com/2016/07/23/-pokemon-go-augmented-reality/.Google Scholar
- Kain, E. 2016. 'Pokémon Go' is the biggest mobile game in US history- And it's about to top snapchat. Retrieved December 1, 2016 from http://www.forbes.com/sites/erikkain/2016/07/13/pokemon-go-is-the-biggest-mobile-game-in-us-history-and-its-about-to-top-snapchat/#4ed08a30722b.Google Scholar
- Hoang, T. and Baker, S. 2016. Why Pokémon Go has been a viral success. Business Insider, Retrieved December 1, 2016 from http://www.businessinsider.com.au/why-pokemon-go-has-been-a-viral-success-2016--7.Google Scholar
- Yamazaki, M. and Wagstaff, J. 20 Success of Pokémon Go adds impetus for change at Nintendo. Yahoo Finance. Retrieved December 1, 2016 from http://finance.yahoo.com/news-/success-pokemon-adds-impetus-change-nintendo-232207842-- sector.html.Google Scholar
- Fernando, G. 2016. How Pokémon Go is helping people with social anxiety and depression. Retrieved December 1, 2016 from http://www.news.com.au/technology/home-entertainment/gaming/how-pokemon-go-is-helping-people-with-social-anxiety-and-depression/news-story/bdf546cd7979d0c11480fcb596e61538.Google Scholar
- Tsukayama, H. 2016. Pokémon Go's unexpected side effect: injuries. Retrieved December 1, 2016 from https://www.-washingtonpost-.com/news/the-switch/wp/2016/07/08/-pokemon-gos-unexpected-side-effect-injuries/.Google Scholar
- BBC Health. 2016. Pokemon Go 'increases risk of death by distraction'. Retrieved December 5, 2016 from http://www.bbc.com/news/health-37563986Google Scholar
- Follett, J. 2009. A practical guide to capturing creativity for UX. UX matters. Retrieved December 5, 2016 from http://www.uxmatters.com/mt/archives-/2009/07/a-practical-guide-to-capturing-creativity-for-ux.phpGoogle Scholar
- Smith, A. M., and Mateas, M. 2011. Knowledge-level creativity in game design. In Proceedings of the 2nd International Conference on Computational Creativity.Google Scholar
- Wetzel, R., McCall, R., Braun, A-K., & Broll, W. 2008. Guidelines for designing Augmented Reality games. In Proceedings of FuturePlay 2008. Google ScholarDigital Library
- Sam, R. 2015. Meet endgame: Proving ground Google's AR mobile game. Retrieved December 5, 2016 from http://www.tomsguide.com/us/-endgame-proving-grounds-beta,news-20650.html.Google Scholar
- Ma, M. et al. 2014. Future Trends of Virtual, Augmented Reality, and Games for Health. Virtual, augmented reality and serious games for healthcare, Berlin, Heidelberg: Springer Berlin Heidelberg, 199. Google ScholarDigital Library
- Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, Tim., & Walton, A. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66: 641--661. Google ScholarDigital Library
- IJsselsteijn, W.A., de Kort, Y.A.W., & Poels, K. 2015. The game experience questionnaire: Development of a self-report measure to assess the psychological impact of digital games. Manuscript in preparation.Google Scholar
Index Terms
- Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go
Recommendations
Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayIn recent years, location-based Augmented Reality (AR) mobile games have been widely played by many players, and the Pokémon Go game is a success story, which has become a global phenomenon. As this game has attracted millions of players in the world, ...
The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing SystemsPokémon GO is a location-based augmented reality mobile game based on the Pokémon franchise. After the game was launched globally in July 2016, it quickly became the most successful mobile game in both popularity and revenue generation at the time, and ...
Can a location-based game make players mindful during the gameplay? A case study of Pokémon GO
Recently, 'mindfulness' has been of interest to researchers in psychology as an intervention to promote psychological well-being. Due to recent technological advances, mindfulness-based interventions can now be delivered through digital platforms ...
Comments