Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO

dc.contributor.authorKordyaka, Bastian
dc.contributor.authorKaraosmanoglu, Sukran
dc.contributor.authorLaato, Samuli
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.converis.publication-id523325534
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/523325534
dc.date.accessioned2026-05-13T20:13:08Z
dc.description.abstract<p>The location-based game (LBG) Pokémon GO remains one of the most successful and widely studied video games of recent years. Designed for outdoor play, LBGs have been associated with increased physical activity and environmental awareness beyond the game context. This study examines how specific game design features in Pokémon GO are associated with players' self-reported sustainable behaviours. Drawing on a motivational framework that categorises design features into the dimensions of achievement, immersion, and social engagement, we analysed online survey data from 303 players. Results showed that (a) only immersion-related features were positively associated with self-reported positive sustainable behaviours, and (b) no significant relationships were found between the motivational dimensions and negative sustainable behaviours. Further analysis indicated that participants' country of residence was a significant factor and that the design feature <em>reminders, cues, and notifications</em> accounted for the positive association within the immersion category. Our findings highlight how immersive, human-centred design features may align with sustainability-oriented dispositions, offering new insights into the interplay between game experiences and sustainability values.</p>
dc.identifier.eissn1362-3001
dc.identifier.jour-issn0144-929X
dc.identifier.urihttps://www.utupub.fi/handle/11111/60679
dc.identifier.urlhttps://doi.org/10.1080/0144929x.2026.2645884
dc.identifier.urnURN:NBN:fi-fe2026051345200
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherTaylor & Francis
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.doi10.1080/0144929X.2026.2645884
dc.relation.ispartofjournalBehaviour and Information Technology
dc.titleGaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
dc.year.issued2026

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