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Did location-based games motivate players to socialize during COVID-19?

作者信息

Laato Samuli, Islam A K M Najmul, Laine Teemu H

机构信息

Department of Future Technologies, University of Turku, Finland.

Department of Teacher Education, University of Turku, Finland.

出版信息

Telemat Inform. 2020 Nov;54:101458. doi: 10.1016/j.tele.2020.101458. Epub 2020 Jun 26.


DOI:10.1016/j.tele.2020.101458
PMID:34887611
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7319655/
Abstract

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.

摘要

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[3]
Young Adults' Perspectives on the Implications of an Augmented Reality Mobile Game for Communities' Public Health: A Qualitative Study.

Int J Public Health. 2023

[4]
Understanding the impact of information sources on COVID-19 related preventive measures in Finland.

Technol Soc. 2021-5

[5]
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[6]
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[7]
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[8]
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[9]
COVID-19 as 'Game Changer' for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study.

J Med Internet Res. 2020-12-22

[10]
Misinformation sharing and social media fatigue during COVID-19: An affordance and cognitive load perspective.

Technol Forecast Soc Change. 2020-10

本文引用的文献

[1]
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Glob Health Med. 2020-4-30

[2]
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