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探究玩《宝可梦大探险》的动机及其对感知结果和身体活动的影响。

Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity.

作者信息

Marquet Oriol, Alberico Claudia, Adlakha Deepti, Hipp J Aaron

机构信息

Department of Parks, Recreation and Tourism Management, Center for Geospatial Analytics, North Carolina State University, Raleigh, NC, United States.

School of Natural and Built Environment, Queen's University Belfast, Belfast, United Kingdom.

出版信息

JMIR Serious Games. 2017 Oct 24;5(4):e21. doi: 10.2196/games.8048.

Abstract

BACKGROUND

Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health.

OBJECTIVE

This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing.

METHODS

In November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance.

RESULTS

We extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing.

CONCLUSIONS

Days during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on personal motivations and expectations when joining the game. These results highlight the importance of taking motivation into account when attempting to extract conclusions from the Pokémon GO phenomenon to enhance future exergames' designs or health interventions.

摘要

背景

《宝可梦大探险》是历史上玩的最多的增强现实游戏。在其人气巅峰时期,玩家超过4400万,这款游戏引发了人们对其对年轻人群健康影响的兴趣。

目的

这项初步研究调查了美国大学生样本中开始玩《宝可梦大探险》的动机,以及这些动机如何与游戏体验的感知结果和游戏过程中的身体活动相关联。

方法

2016年11月,我们让47名美国大学生(均为《宝可梦大探险》玩家)样本完成在线调查,并在他们的智能手机上安装一个生态瞬时评估(EMA)工具和步数计数器。EMA工具每天3次(中午12点、晚上7点和晚上10点)提示一系列关于游戏行为和身体活动的问题,持续7天。我们使用因子分析根据他们开始玩《宝可梦大探险》的动机识别出3个不同的玩家群体。我们使用单因素方差分析测试了与5个独特结果相关的动机组之间的差异。

结果

我们从开始玩《宝可梦大探险》的动机聚类中提取了3个可解释的因素:宝可梦和电子游戏粉丝(n = 26,占样本的55%)、身体活动寻求者(n = 8,占17%)以及好奇&社交型(n = 13,占28%)。这些群体在游戏不同方面的享受程度上存在显著差异,特别是战斗、发现新地方和结识新朋友,以及在认为游戏改善了情绪并使他们更善于社交方面的差异。玩《宝可梦大探险》的日子与当天结束时报告的步数增加相关,尤其是在身体活动寻求者中,但宝可梦和电子游戏粉丝也有这种情况。所有群体都认为交通是游戏的主要威胁。

结论

玩《宝可梦大探险》的日子与一系列有益健康的行为呈正相关,包括更高的身体活动水平、更多的社交和更好的情绪。然而,结果取决于加入游戏时的个人动机和期望。这些结果凸显了在试图从《宝可梦大探险》现象中得出结论以改进未来健身游戏设计或健康干预措施时考虑动机的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8b28/5676026/92562d1694be/games_v5i4e21_fig1.jpg

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