Location-based Games as Exergames - From Pokemon To The Wizarding World

dc.contributor.authorSamuli Laato
dc.contributor.authorSonja Hyrynsalmi
dc.contributor.authorSampsa Rauti
dc.contributor.authorA.K.M. Najmul Islam
dc.contributor.authorTeemu H. Laine
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code2606803
dc.contributor.organization-code2610300
dc.converis.publication-id46994797
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/46994797
dc.date.accessioned2022-10-27T12:19:34Z
dc.date.available2022-10-27T12:19:34Z
dc.description.abstractExergames, i.e. games which aim to increase player's physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokemon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokemon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokemon GO are present in other similar games. In order to broaden the understanding of LBGs as exergames, this study investigates the gameplay features and initial reactions of early adopters to a game called Harry Potter: Wizards Unite (HPWU) which was launched in summer 2019. A questionnaire (N=346) was sent to HPWU players to measure the effects playing the game has on their physical activity. During the first week of play, an increase in mild physical activity was recorded among HPWU players, similar to what has been reported with Pokemon GO. Also almost half of respondents (46,82%) reported to play the game socially, showcasing how LBGs can generally have a positive impact also on players' social well-being.
dc.format.pagerange79
dc.format.pagerange95
dc.identifier.jour-issn2384-8766
dc.identifier.olddbid174751
dc.identifier.oldhandle10024/157845
dc.identifier.urihttps://www.utupub.fi/handle/11111/34852
dc.identifier.urnURN:NBN:fi-fe2021042823190
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorRauti, Sampsa
dc.okm.affiliatedauthorIslam, Najmul
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.publisherSERIOUS GAMES SOC
dc.publisher.countryItalyen_GB
dc.publisher.countryItaliafi_FI
dc.publisher.country-codeIT
dc.relation.doi10.17083/ijsg.v7i1.337
dc.relation.ispartofjournalInternational Journal of Serious Games
dc.relation.issue1
dc.relation.volume7
dc.source.identifierhttps://www.utupub.fi/handle/10024/157845
dc.titleLocation-based Games as Exergames - From Pokemon To The Wizarding World
dc.year.issued2020

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