4.7 Article

An adoption framework for mobile augmented reality games: The case of Pokemon Go

期刊

COMPUTERS IN HUMAN BEHAVIOR
卷 76, 期 -, 页码 276-286

出版社

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2017.07.030

关键词

Mobile gaming; Augmented reality; Pokemon Go; Gratification; Risk; Flow

资金

  1. Reutlingen Knowledge Foundation (University of Reutlingen)
  2. ConnectedScience.de, Germany

向作者/读者索取更多资源

Pokemon Go was the first mobile augmented reality (AR) game to reach the top of the download charts of mobile applications. However, little is known about this new generation of mobile online AR games. Existing theories provide limited applicability for user understanding. Against this background, this research provides a comprehensive framework based on uses and gratification theory, technology risk research, and flow theory. The proposed framework aims to explain the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to invest money in in-app purchases. A survey among 642 Pokemon Go players provides insights into the psychological drivers of mobile AR games, The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions. However, the importance of these drivers differs depending on the form of user behavior. (C) 2017 Elsevier Ltd. All rights reserved.

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