How to Achieve Goals in Digital Games? An Empirical Test of a Goal-Oriented Model in Pokémon GO

2021 ◽  
Author(s):  
Dong-Heon Kwak ◽  
Shuyuan Deng ◽  
Jungwon Kuem ◽  
Sung Kim
2021 ◽  
pp. 146954052199392
Author(s):  
Jennifer Whitson ◽  
Martin French

Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Sports (DFS) illustrates a contemporary challenge to rigid dichotomies between game/not game, skilled/unskilled play, and game/gambling game, demonstrating how regulation becomes deterritorialized as gambling moves out of state-regulated physical casinos and takes the form of networked, digital games. Our second case study of Pokémon Go approaches regulation from a different direction, complicating the rigid dichotomy between production/consumption in online networked play. We show how play is increasingly realized as productive in economic, social, physical, subjective and analytic registers, while at the same time, it is driven by gambling design imperatives, such as extending time-on-device. Pokémon Go exemplifies analytic productivity, a term we use to refer to the production of data flows that can be leveraged for a wide variety of purposes, including to predict, shape, and channel the behaviour of player populations, thereby generating multiple streams of revenue. Ultimately, both cases illustrate how digital games and gambling increasingly blur into each other, complicating the regulatory landscape.


10.2196/15967 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e15967 ◽  
Author(s):  
Jonne Arjoranta ◽  
Tuomas Kari ◽  
Markus Salo

Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Results We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. Conclusions Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.


2019 ◽  
Author(s):  
Jonne Arjoranta ◽  
Tuomas Kari ◽  
Markus Salo

BACKGROUND Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). OBJECTIVE This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. METHODS We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. RESULTS We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. CONCLUSIONS Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.


2016 ◽  
Vol 5 (1) ◽  
pp. 47-50 ◽  
Author(s):  
Frans Mäyrä

Even while digital games are played by millions, game cultures have remained in the margins of public life, to a certain degree. Pokémon GO is part of a new wave of phenomena that are about to change that situation. As a location-based game, it encourages people to play digital games out in the open, visiting public places. The ludic mindset and playful practices first developed while interacting with Pokémon GO may provide a basis for more complex skill sets and cultural practices that will be needed in broader cultural ludification developments, and for the next steps of entering the Ludic Society. The phenomenal success of Pokémon GO also highlights the importance of the meaningfully implemented links between technology, gaming content, and culture.


2019 ◽  
Vol 15 (1) ◽  
Author(s):  
Clayton Policarpo ◽  
Ronaldo Ferreira de Araujo

RESUMO O presente artigo propõe debater questões acerca dos aspectos de conectividade e vigilância decorrentes da popularização de jogos digitais desenvolvidos a partir de tecnologias de georreferenciamento e dispositivos móveis, os chamados jogos locativos. São propostos paralelos entre a evolução das tecnologias de linguagem e o meio em que se inserem, que culminam em modelos ubíquos e intersticiais de produção de conhecimento. Visto que o Pokémon GO, lançado em 2016, figura como uma das mais bem-sucedidas experiências no gênero, dada a ampla adesão por parte dos usuários em todo mundo, é utilizada a base de informações disponibilizadas por seus desenvolvedores, bem como são realizadas análises das atualizações implementadas desde o lançamento do jogo até as mais recentes revisões que promovem a criação de um mapa em realidade aumentada feito pelos próprios jogadores. Desse modo, são realizadas investigações acerca da hibridização entre espacialidades físicas e digitais, que configura novas maneiras de experienciar o espaço comum das metrópoles, e as possíveis implicações ocasionadas pelas novas dinâmicas que se impõem.Palavras-chave: Jogos Locativos; Conectividade; Vigilância; Pokémon Go; Humanidades Digitais.ABSTRACT The present paper proposes to discuss questions about connectivity and surveillance aspects arising from the popularization of digital games developed from GPS technologies and mobile devices, so called locative games. We proposed parallels between the evolution of communication technologies and the environment, culminating in ubiquitous and interstitial models of knowledge. Since the game Pokémon GO, 2016, the most successful experiences in the area, given the wide acceptance by users around the world, we used the game information base, as well as updates implemented since the release of the game to the most recent revisions that promote the creation of an Augmented Reality map, made by the players themselves. In this way, investigations are carried out about the hybridization between physical and digital spaces, which is configured in new ways experiencing of the cities space, and the possible implications caused by the new dynamics that are suggested.Keywords: Locative Games; Connectivity; Surveillance; Pokémon Go; Digital Humanities.


Seminar.net ◽  
2017 ◽  
Vol 13 (1) ◽  
Author(s):  
Marc Fabian Buck

The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification’s aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light of the success of Pokémon Go, multiple actors call for gamification of learning and teaching in schools as means for motivating students.From the perspective I introduce in this paper, gamification shows itself as reversion from serious pedagogical and didactical endeavours. This threatens to lead to the replacement of teaching by gamification and the (self) degradation of teachers to support personnel. In this paper, I argue that gamified learning and teaching suspends the fundamental, subversive, and critical moments only schools can offer. Furthermore, it can lead to subjugation and isolation of students due to its inherent closed and enclosing structure. I further show how the line of argumentation of gamification advocates iterates that of progressive education.


Author(s):  
Hugh Davies

Following Akbar Abbas’s seminal 1997 study Hong Kong: Culture and the Politics of Disappearance, this paper argues that just as Hong Kong is disappearing in the real world, it is re-appearing in the virtual world of videogames. With attention to the 2019 protests in the city of Hong Kong, this paper reviews media reportage, academic scholarship and explores virtual game spaces to examine how videogames and other digital platforms came to enact, elaborate and represent the 2019 activist movement. Discussing a number of videogames that were specifically developed as objects of protest such as Liberate Hong Kong (2019), Revolution in Our Time (2019), and Add Oil (2019), this paper also considers the ways in which existing digital games such as GTAV (2013), Pokémon GO (2016), Animal Crossing: New Horizons (2020) as well as digital platforms such as Twitch, Airdrop, and Uber were tactically deployed as sites of protest by Hong Kong activists.


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