The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang

dc.contributor.authorSamuli Laato
dc.contributor.authorNobufumi Inaba
dc.contributor.authorMauri Paloheimo
dc.contributor.organizationfi=kotimaiset kielet ja niiden sukukielet|en=Finnish, Finno-Ugric and Scandinavian languages|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organization-code1.2.246.10.2458963.20.59108485091
dc.contributor.organization-code2606803
dc.converis.publication-id44139166
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/44139166
dc.date.accessioned2025-08-28T00:04:22Z
dc.date.available2025-08-28T00:04:22Z
dc.description.abstract<p>Player communities in the location-based games Pokémon GO and Ingress differ from most online multiplayer game communities in two major ways: (1) Interaction between players occurs mostly face-to-face and (2) teams are static, for example, currently in Pokémon GO, changing teams is possible only once a year. In addition, much of the interaction between teams is non-verbal and occurs in the game world. The current study investigates how these characteristics affect the forming of player communities and friendships, and how the team of Pokémon Go and Ingress players can be used to predict the usage and attitudes towards a slang-word “jym” i.e. gym. Five Pokémon GO chats (242852 messages) from South-Western Finland were analyzed. In addition, a questionnaire (N=178) was sent to players in the case community, asking about their opinions and attitudes towards the word “jym”. The results highlight the importance of the team in location-based games for the forming of friendships and raise an issue that the lack of verbal communication and cooperative opportunities can lead to negative attitudes and prejudice towards players on the opposing team. The study shows the influence of exclusive team chats on players’ attitudes and draws parallels to the polarization of opinions due to personalized search results and social media. Game mechanics which encourage players from different teams to cooperate with one another are proposed as a solution for the polarization.</p>
dc.identifier.isbn978-0-9981331-3-3
dc.identifier.olddbid205127
dc.identifier.oldhandle10024/188154
dc.identifier.urihttps://www.utupub.fi/handle/11111/53940
dc.identifier.urlhttp://hdl.handle.net/10125/64066
dc.identifier.urnURN:NBN:fi-fe2021042821056
dc.language.isoen
dc.okm.affiliatedauthorInaba, Nobufumi
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline5141 Sociologyen_GB
dc.okm.discipline6121 Languagesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline5141 Sosiologiafi_FI
dc.okm.discipline6121 Kielitieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.publisher.placeHawaii
dc.relation.conferenceHawaii International Conference on System Sciences
dc.relation.doi10.24251/HICSS.2020.324
dc.relation.volume53
dc.source.identifierhttps://www.utupub.fi/handle/10024/188154
dc.titleThe Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang
dc.title.bookProceedings of the 53rd Hawaii International Conference on System Sciences
dc.year.issued2020

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