The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go

This research examines motives for engagement in Augmented Reality (AR) games. The research field examined in this study was Pokémon Go, due to the game’s rapid rise in popularity. The study is based on semi-structured interviews with 35 Pokémon Go players. The theoretical framework guiding this st...

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Main Author: Tal Laor
Format: Article
Language:English
Published: Masaryk University 2024-03-01
Series:Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Subjects:
Online Access:https://cyberpsychology.eu/article/view/11608
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author Tal Laor
author_facet Tal Laor
author_sort Tal Laor
collection DOAJ
description This research examines motives for engagement in Augmented Reality (AR) games. The research field examined in this study was Pokémon Go, due to the game’s rapid rise in popularity. The study is based on semi-structured interviews with 35 Pokémon Go players. The theoretical framework guiding this study is the uses and gratifications theory, which deals with media consumers’ uses of various media and content types to satisfy psychological and social needs (Ruggiero, 2000). Pokémon Go satisfies diverse player needs, and players’ main uses of the game are related to escapism, social interaction, and challenging others. The study revealed multiple motivations for playing Pokémon Go, which were consistent with previous research, and identified two additional motivations of Pokémon Go players, which are also applicable to AR use in general: increased physical activity and location-dependent escapism integrated into everyday activities outside the home. This consumption pattern is apparently part of the revolution of data accessibility online and on mobile phones, which also function as social means for satisfying needs for entertainment, escapism, and highly accessible information.
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spelling doaj.art-7899f2e29dac49329d3c974e45c192502024-03-23T13:13:23ZengMasaryk UniversityCyberpsychology: Journal of Psychosocial Research on Cyberpspace1802-79622024-03-0114210.5817/CP2020-2-6The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon GoTal Laor0 Ariel University, Ariel, Israel This research examines motives for engagement in Augmented Reality (AR) games. The research field examined in this study was Pokémon Go, due to the game’s rapid rise in popularity. The study is based on semi-structured interviews with 35 Pokémon Go players. The theoretical framework guiding this study is the uses and gratifications theory, which deals with media consumers’ uses of various media and content types to satisfy psychological and social needs (Ruggiero, 2000). Pokémon Go satisfies diverse player needs, and players’ main uses of the game are related to escapism, social interaction, and challenging others. The study revealed multiple motivations for playing Pokémon Go, which were consistent with previous research, and identified two additional motivations of Pokémon Go players, which are also applicable to AR use in general: increased physical activity and location-dependent escapism integrated into everyday activities outside the home. This consumption pattern is apparently part of the revolution of data accessibility online and on mobile phones, which also function as social means for satisfying needs for entertainment, escapism, and highly accessible information. https://cyberpsychology.eu/article/view/11608AR gamePokémon golocation based servicesmobileescapism
spellingShingle Tal Laor
The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
AR game
Pokémon go
location based services
mobile
escapism
title The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
title_full The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
title_fullStr The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
title_full_unstemmed The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
title_short The Race to Escape: Location-Based Escapism and Physical Activity as a Motivator in the Consumption of the AR Game Pokémon Go
title_sort race to escape location based escapism and physical activity as a motivator in the consumption of the ar game pokemon go
topic AR game
Pokémon go
location based services
mobile
escapism
url https://cyberpsychology.eu/article/view/11608
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