2017
DOI: 10.1016/j.chb.2017.05.031
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The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use

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Cited by 90 publications
(106 citation statements)
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References 39 publications
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“…The main argument for this statement is that playing Pokémon GO does not demand contact with other players or a change in routes in order to play. However, curious players may experience different and new places by playing and may meet and interact with a variety of people and, by so doing, possibly find a wider range of Pokémon (Kaczmarek et al, 2017;Kogan et al, 2017;Marquet, Alberico, & Hipp, 2018;Tabacchi, Caci, Cardaci, & Perticone, 2017;Tang, 2017;Zsila et al, 2017). However, it seems spending time with the game, rather than actual performance, is the most influential process for the game progress.…”
Section: Pokémon Gomentioning
confidence: 99%
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“…The main argument for this statement is that playing Pokémon GO does not demand contact with other players or a change in routes in order to play. However, curious players may experience different and new places by playing and may meet and interact with a variety of people and, by so doing, possibly find a wider range of Pokémon (Kaczmarek et al, 2017;Kogan et al, 2017;Marquet, Alberico, & Hipp, 2018;Tabacchi, Caci, Cardaci, & Perticone, 2017;Tang, 2017;Zsila et al, 2017). However, it seems spending time with the game, rather than actual performance, is the most influential process for the game progress.…”
Section: Pokémon Gomentioning
confidence: 99%
“…Within this understanding, Pokémon GO is the origin for autopoietic functions in that the game leads to new networks of processes outside the game play that contribute to the total experience and increased engagement of play. In research on Pokémon GO, these functions often are referred to as social benefits or motivation and, to some extent, engagement (see, e.g., Kaczmarek, Misiak, Behnke, Dziekan, & Guzik, 2017;Rauschnabel, Rossmann, & tom Dieck, 2017;Tang, 2017). Immersion is foremost studied as a dimension of computer games and mainly described as "being caught up in the world of the game's story" (McMahan, 2003, p. 68), which McMahan referred to as the diegetic level.…”
Section: Introductionmentioning
confidence: 99%
“…This article is focused on the use of Pokémon Go game, one of the most popular smartphone games of all time [7][8][9][10]. It was launched by the company Niantic Lab in July 2016 and immediately became a global phenomenon [11].…”
Section: Introductionmentioning
confidence: 99%
“…The idea that game design can inspire enjoyment and motivation has been well recognized [2], [3]. As a result, gamification has been used in many contexts, such as learning [4], healthcare [5], knowledge management [6], citizen science [7], governance [8], sustainability [9], production and logistics operations [10], and crowdsourcing [11], to enhance users' motivation, engagement, performance, and attitude.…”
Section: Introductionmentioning
confidence: 99%