Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game

dc.contributor.authorKoivisto Jonna
dc.contributor.authorMalik Aqdas
dc.contributor.authorGurkan Bahadir
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id45302804
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/45302804
dc.date.accessioned2022-10-28T13:06:38Z
dc.date.available2022-10-28T13:06:38Z
dc.description.abstract<p>In recent years, location-based augmented reality games such as Pokémon 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 and alter the dynamics of traditional game play from its sedentary nature towards a more physical one. In this paper we investigate what kinds of players (achievement, immersion or social interaction -oriented) are more likely to derive health benefits from playing augmented reality games. We employ online survey data gathered among players of Pokémon Go (N=1190). The results show that playing location-based augmented reality games has a positive association with perceived mental, physical and social health outcomes overall. The results also suggest that the way in which players approach the game and what kinds of aspects of the game they emphasize can have a differential dynamic on how the health benefits of the game manifest. Results show that social gaming orientation is positively associated with physical, mental and social health outcomes, whereas achievement and immersion orientations are associated with physical and mental health outcomes.<br /></p>
dc.identifier.isbn978-0-9981331-2-6
dc.identifier.jour-issn1530-1605
dc.identifier.olddbid179764
dc.identifier.oldhandle10024/162858
dc.identifier.urihttps://www.utupub.fi/handle/11111/37540
dc.identifier.urlhttp://hdl.handle.net/10125/59618
dc.identifier.urnURN:NBN:fi-fe2021042821247
dc.language.isoen
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationinternational 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, USA
dc.relation.conferenceHawaii International Conference on System Sciences
dc.relation.doi10.24251/HICSS.2019.216
dc.relation.ispartofjournalProceedings of the Annual Hawaii International Conference on System Sciences
dc.relation.volume52
dc.source.identifierhttps://www.utupub.fi/handle/10024/162858
dc.titleGetting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game
dc.title.bookProceedings of the 52nd International Conference on System Sciences
dc.year.issued2019

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