Pokémon GO brought the location-based augmented reality games into the mainstream. To understand why people play these games, we created an online survey (n=2612) with open questions about the reasons to start, continue, and quit playing Pokémon GO, and composed categories of the answers through a thematic analysis. Earlier experiences especially with the same franchise, social influence, and popularity were the most common reasons to adopt the game, while progressing in the game was the most frequently reported reason to continue playing. The player's personal situation outside the game and playability problems were the most significant reasons to quit the game. In addition to shedding more light on the Pokémon GO phenomenon, the findings are useful for both further studying and designing location-based augmented reality game experiences.
This article analyzes the business ethics of digital games, using Ayn Rand's philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand's views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand's ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.