Gamification of walking in nature : A field experiment with Pokémon GO Routes

dc.contributor.authorLaato, Samuli
dc.contributor.authorRauti, Sampsa
dc.contributor.authorKordyaka, Bastian
dc.contributor.authorPapangelis, Konstantinos
dc.contributor.authorJung, Sangwon
dc.contributor.authorNummenmaa, Timo
dc.contributor.authorHamari, Juho
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id470972598
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/470972598
dc.date.accessioned2025-08-28T03:31:08Z
dc.date.available2025-08-28T03:31:08Z
dc.description.abstract<p>There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people to do so. Past research has showed that gamified map-based apps and location-based games (LBGs) have the capability to incentivize people to go to nature areas in cities and beyond. In this study, we explored LBGs' potential to bring people to nature by conducting a field experiment with a new mechanic called Routes in the popular LBG Pokémon GO. Prior to the Route feature's launch, we created altogether 13 Routes of various lengths in both city and nature landscapes. We collected numerical in-game data of how many times each Route was walked and deployed a survey (n=67) for Pokémon GO players in the area where the Routes were made. The findings suggest that proximity to population concentrations and in-game rewards are key drivers of Route popularity. Players' motivators to choose nature Routes over urban Routes were limited to outside-the-game factors such as scenery, and overall in our experiment the urban Routes turned out to be more popular.<br></p>
dc.identifier.eissn2573-0142
dc.identifier.jour-issn2573-0142
dc.identifier.olddbid210764
dc.identifier.oldhandle10024/193791
dc.identifier.urihttps://www.utupub.fi/handle/11111/55923
dc.identifier.urlhttp://doi.org/10.1145/3677075
dc.identifier.urnURN:NBN:fi-fe2025082786737
dc.language.isoen
dc.okm.affiliatedauthorRauti, Sampsa
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherAssociation for Computing Machinery (ACM)
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumber310
dc.relation.doi10.1145/3677075
dc.relation.ispartofjournalProceedings of the ACM on Human-Computer Interaction
dc.relation.volume8
dc.source.identifierhttps://www.utupub.fi/handle/10024/193791
dc.titleGamification of walking in nature : A field experiment with Pokémon GO Routes
dc.year.issued2024

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