期刊
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
卷 35, 期 9, 页码 804-819出版社
TAYLOR & FRANCIS INC
DOI: 10.1080/10447318.2018.1497115
关键词
Augmented reality; freemium; location-based games; gamification; Uses and Gratifications
资金
- National Science Foundation [NSF EEC1424444]
- Finnish Funding Agency for Technology and Innovation (TEKES) [40111/14, 40107/14, 40009/16]
In recent years, augmented reality games (ARGs) such as Pokemon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokemon Go) and the relationship of these gratifications with the players' intentions to continue playing and spending money on them. We employ data drawn from players of Pokemon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.
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