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Did location-based games motivate players to socialize during COVID-19?
Department of Future Technologies, University of Turku, Finland; Department of Teacher Education, University of Turku, Finland.
Department of Future Technologies, University of Turku, Finland; LUT School of Engineering Science, LUT University, Lappeenranta, Finland.
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.ORCID iD: 0000-0001-5966-992x
2020 (English)In: Telematics and informatics, ISSN 0736-5853, E-ISSN 1879-324X, Vol. 54, article id 101458Article in journal (Refereed) Published
Abstract [en]

Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.

Place, publisher, year, edition, pages
Elsevier, 2020. Vol. 54, article id 101458
Keywords [en]
Location-based games, Hybrid-reality games, COVID-19, Pokémon GO, Behaviour, Pandemic, Socialising
National Category
Computer and Information Sciences
Research subject
Pervasive Mobile Computing
Identifiers
URN: urn:nbn:se:ltu:diva-80096DOI: 10.1016/j.tele.2020.101458ISI: 000572360400009PubMedID: 34887611Scopus ID: 2-s2.0-85087209525OAI: oai:DiVA.org:ltu-80096DiVA, id: diva2:1449219
Note

Validerad;2020;Nivå 2;2020-10-08 (alebob)

Available from: 2020-06-29 Created: 2020-06-29 Last updated: 2025-04-17Bibliographically approved

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Laine, Teemu H.

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