Abstract
Pokémon Go™ is an augmented reality game for iOS™ and Android™ released in July 2016. It is one of the most played augmented reality exergames in 2016. News programs all over the world reported about the high level of physical activity of people playing Pokémon Go™. Further medical and public health communities discussed the potential of this mobile game due to its potential influence on higher levels of sustainable physical activity for health benefits. We present results of an empirical study conducted 14 weeks after the official release of Pokémon Go™ in Germany. We investigated the effect of augmented reality on initial contact and user behavior within this augmented reality exergame. Participants were therefore divided in three groups (active, former and non-gamers) based on personal statement. The results present insights into the initial contact, experienced critical situations and user behavior including use of augmented reality and in-app purchases.
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Acknowledgments
This publication is part of the research project ‘TECH4AGE’, financed by the Federal Ministry of Education and Research (BMBF, under Grant No. 16SV7111) and promoted by VDI/VDE Innovation + Technik GmbH. For more details and information, please see www.tech4age.de.
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Rasche, P. et al. (2018). Pokémon Go – an Empirical User Experience Study. In: Ahram, T., Falcão, C. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 608. Springer, Cham. https://doi.org/10.1007/978-3-319-60639-2_18
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DOI: https://doi.org/10.1007/978-3-319-60639-2_18
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