Broom David Robert, Lee Ka Yiu, Lam Michael Huen Sum, Flint Stuart William
Academy of Sport and Physical Activity, Sheffield Hallam University, UK.
School for Higher and Professional Education, Vocational Training Council, Hong Kong.
Health Psychol Res. 2019 Mar 11;7(1):7714. doi: 10.4081/hpr.2019.7714.
Urban exergames are played in the real-world environment using built-in mobile phone sensors. The influence of Pokémon Go on physical activity and sitting time has been examined previously, however limited research has explored motivations for using the application. Thus, the aim of this study was to explore Pokémon Go users' motivations for using the application, exusers' reasons for abandoning the game and non-users' reasons for not installing. After institutional ethical approval, the 'Physical Activity and Pokémon Go' questionnaire was developed using Qualtrics and distributed using social media soon after launch in the United Kingdom (baseline). At baseline a total of 461 participants (n=193 male, n=265 female, n=3 transgender) who were predominantly white (n=420) and did not self-report a disability (n=443) completed the questionnaire. Users' (n=236) were questioned on their motivations for using Pokémon Go and non-users' provided reasons for not installing. At 3 months a total of 127 participants (n=23 users) completed the questionnaire again and all qualitative data was thematically analyzed. The most commonly reported reason for using Pokémon Go was 'to have fun' which was 86% and 83% at baseline and 3 months respectively. The second most frequent reason at baseline was 'friends were using it' (58%) and at 3 months was 'to be outside' (48%). The least common motivation for using Pokémon Go at both baseline and 3 months was 'to meet new people' (8% and 0% respectively). At baseline, social motives and competition were two general themes which encapsulated Pokémon Go users' motivation for using the application. There were two general themes reported by Pokémon Go users' as to why they did not think they would use the application in the future. These were application related factors and factors unrelated to Pokémon Go. Non-users reported a range of reasons for not using Pokémon Go, including lack of interest and a lack of time. Safety concerns and risk of adverse events were reported by both users and non-users. This is the first study to thematically analyze motives for using Pokémon Go in which the findings are: 1) future smartphone applications aiming to increase physical activity must ensure that objectives evolve to maintain initial interest and motivation to engage with applications; 2) game developers must consider the required phone storage and capability which could be a barrier to downloading; and 3) concerns of using the application including the safety of users and those around them.
城市户外游戏是利用内置手机传感器在现实世界环境中进行的。此前已研究过《宝可梦大探险》对身体活动和久坐时间的影响,然而,对使用该应用程序的动机进行探索的研究却很有限。因此,本研究的目的是探究《宝可梦大探险》用户使用该应用程序的动机、不再使用该游戏的用户的原因以及未安装该游戏的非用户的原因。在获得机构伦理批准后,使用Qualtrics开发了“身体活动与《宝可梦大探险》”问卷,并在该游戏于英国推出后不久(基线期)通过社交媒体进行分发。在基线期,共有461名参与者(n = 193名男性,n = 265名女性,n = 3名跨性别者)完成了问卷,这些参与者主要为白人(n = 420),且未自我报告有残疾(n = 443)。对用户(n = 236)询问了他们使用《宝可梦大探险》的动机,非用户则提供了不安装的原因。在3个月时,共有127名参与者(n = 23名用户)再次完成了问卷,并对所有定性数据进行了主题分析。使用《宝可梦大探险》最常被提及的原因是“为了好玩”,在基线期和3个月时分别为86%和83%。基线期第二常见的原因是“朋友们在玩”(58%),3个月时是“到户外去”(48%)。在基线期和3个月时,使用《宝可梦大探险》最不常见的动机都是“结识新朋友”(分别为8%和0%)。在基线期,社交动机和竞争是概括《宝可梦大探险》用户使用该应用程序动机的两个总体主题。《宝可梦大探险》用户报告了两个关于他们认为自己未来不会使用该应用程序的总体主题。这些是与应用程序相关的因素和与《宝可梦大探险》无关的因素。非用户报告了一系列不使用《宝可梦大探险》的原因,包括缺乏兴趣和时间不足。用户和非用户都报告了对安全的担忧以及不良事件的风险。这是第一项对使用《宝可梦大探险》的动机进行主题分析的研究,其研究结果为:1)旨在增加身体活动的未来智能手机应用程序必须确保目标不断演变,以保持最初对参与应用程序的兴趣和动机;2)游戏开发者必须考虑所需的手机存储和性能,这可能是下载的一个障碍;3)对使用该应用程序的担忧,包括用户及其周围人的安全。