Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go
Abstract
:1. Introduction
2. Theoretical background
2.1. Uses and Gratifications Theory
2.2. Research Model
3. Research methodology and preliminary analysis
3.1. Data collection and Participants
3.2. Questionnaire Design
4. Data Analysis and Results
4.1. Structural Model Test
4.2. Test of the Structural Model
5. Discussion
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A. Questionnaire
Construct | Indicator | |
I play Pokémon Go because… | ||
ENJ | ENJ1 | …it is entertaining |
ENJ2 | …it is enjoyable | |
ENJ3 | …it kills time | |
FAN | FAN1 | …it lets me experience things I do not experience in daily life |
FAN2 | …it lets me pretend I am someone else | |
FAN3 | …it allows me to immerse myself in the lives of the game world | |
ESC | ESC1 | …I can forget about school, work, or other things and relax |
ESC2 | …it is the best way to block off the world | |
ESC3 | …it lets me vent and relieve stress from the day | |
ESC4 | …it lets me relax from gaming | |
SINT | SINT1 | …I have a network of friends I made via playing Pokémon Go |
SINT2 | …it enables me to connect with friends in my real life | |
SINT3 | …it enables me to keep in touch with friends in my real life | |
SINT4 | …it permits me have a closer relationship with friends | |
SPRE | SPRE1 | …I feel connected to other players |
SPRE2 | …in it I am able to be myself and show what kind of player I really am | |
SPRE3 | …I feel like a member of the Pokémon Go community during the game | |
ACH | ACH1 | …to achieve a higher level in the game |
ACH2 | …to have more power/experience than others in the game | |
ACH3 | …to have Pokémon/objects, which give me a higher status than other players of the game | |
ACH4 | …to enjoy the feeling of winning | |
SELFP | SELFP1 | …I want other players in this game to perceive me as likable |
SELFP2 | …I want other players in this game to perceive me as friendly | |
SELFP3 | …I want other players in this game to perceive me as skilled | |
CI | Indicate how much you agree… | |
CI1 | It will be worth playing Pokémon Go in the future | |
CI2 | I am willing to play Pokémon Go in the near future |
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Dimension | Characteristic | Statistic (%) |
---|---|---|
Gender | Male | 581 (49.11%) |
Female | 602 (50.88%) | |
Age | Less than 20 years old | 321 (27.2%) |
Between 21 and 25 | 394(33.38%) | |
Between 26 and 30 | 226 (19.15%) | |
Between 31 and 40 | 144 (12.20%) | |
Between 41 and 50 | 78 (6.61%) | |
More than 50 years old | 20 (1.44%) | |
Pokémon Go use frequency | Several times a day | 627 (53%) |
Once a day | 311 (26.28%) | |
Once a week | 101 (8.53%) | |
Rarely | 144 (12.17%) | |
Online Games use frequency | <5 hours a week | 363 (34.12%) |
Between 5 y 10 hours | 345 (32.42%) | |
Between 11 y 15 hours | 111 (10.43%) | |
>20 hours a week | 247 (23.03%) |
Construct | Mean | Std. D. | Factor Loading | Lambda Stand. | Composite Reliability | AVE | Cronbach’s α | |
---|---|---|---|---|---|---|---|---|
ENJ | EN1 | 4.26 | 0.950 | 0.942 | 0.923 | 0.912 | 0.777 | 0.925 |
EN2 | 4.26 | 0.954 | 0.960 | 0.953 | ||||
EN3 | 4.13 | 0.980 | 0.796 | 0.756 | ||||
FAN | FA1 | 2.77 | 1.30 | 0.826 | 0.832 | 0.885 | 0.720 | 0.883 |
FA2 | 2.18 | 1.32 | 0.868 | 0.854 | ||||
FA3 | 2.75 | 1.32 | 0.842 | 0.860 | ||||
ESC | ES1 | 3.05 | 1.33 | 0.829 | 0.841 | 0.918 | 0.736 | 0.914 |
ES2 | 2.50 | 1.33 | 0.869 | 0.870 | ||||
ES3 | 2.70 | 1.32 | 0.898 | 0.897 | ||||
ES4 | 2.82 | 1.32 | 0.816 | 0.821 | ||||
SINT | SIN1 | 2.27 | 1.36 | 0.866 | 0.865 | 0.956 | 0.843 | 0.955 |
SIN2 | 2.59 | 1.38 | 0.931 | 0.931 | ||||
SIN3 | 2.42 | 1.36 | 0.952 | 0.955 | ||||
SIN4 | 2.36 | 1.32 | 0.919 | 0.92 | ||||
SPRE | SOP1 | 2.78 | 1.32 | 0.827 | 0.815 | 0.877 | 0.705 | 0.874 |
SOP2 | 2.35 | 1.32 | 0.810 | 0.813 | ||||
SOP3 | 2.95 | 1.36 | 0.869 | 0.888 | ||||
ACH | ACH1 | 3.47 | 1.34 | 0.815 | 0.809 | 0.922 | 0.748 | 0.919 |
ACH2 | 3.02 | 1.4 | 0.910 | 0.933 | ||||
ACH3 | 2.96 | 1.39 | 0.876 | 0.904 | ||||
ACH4 | 3.20 | 1.34 | 0.840 | 0.807 | ||||
SELFP | SEP1 | 2.58 | 1.31 | 0.948 | 0,954 | 0.935 | 0.827 | 0.928 |
SEP2 | 2.66 | 1.32 | 0.957 | 0,951 | ||||
SEP3 | 2.73 | 1.36 | 0.803 | 0,817 | ||||
CI | CI1 | 3.49 | 1.23 | 0.864 | 0.837 | 0.856 | 0.749 | 0.853 |
CI2 | 3.96 | 1.13 | 0.864 | 0.893 |
ENJ | FAN | ESC | SINT | SPRE | ACH | SELFP | CI | |
---|---|---|---|---|---|---|---|---|
Enjoyment (ENJ) | 0.88 | |||||||
Fantasy (FAN) | 0.245 | 0.94 | ||||||
Escapism (ESC) | 0.357 | 0.397 | 0.96 | |||||
Social Interaction (SINT) | 0.183 | 0.300 | 0.339 | 0.98 | ||||
Social Presence (SPRE) | 0.334 | 0.417 | 0.466 | 0.616 | 0.93 | |||
Achievement (ACH) | 0.383 | 0.321 | 0.446 | 0.307 | 0.433 | 0.96 | ||
Self-Presentation (SELFP) | 0.185 | 0.444 | 0.337 | 0.479 | 0.666 | 0.321 | 0.96 | |
Continuance Intention (CI) | 0.526 | 0.215 | 0.338 | 0.277 | 0.386 | 0.352 | 0.229 | 0.92 1 |
Fit Index | Results | Recommended Value |
---|---|---|
χ 2/grade of freedom | 0.295 | ≤3.00 |
Normed Fit Index (NFI) | 0.960 | ≥0.90 |
Non-normed Fit Index (NNFI) | 0.964 | ≥0.90 |
Comparative Fit Index (CFI) | 0.970 | ≥0.90 |
Adjusted Goodness-of-Fit Index (AGFI) | 0.915 | ≥0.80 |
Root Mean Square Error of Approximation (RMSEA) | 0.050 | ≤0.05 |
Goodness-of-Fit Index (GFI) | 0.934 | ≥0.90 |
Incremental Fit Index (IFI) | 0.970 | ≥0.90 |
Hypothesis (Path) | Path Coefficient | t-Value 2 | Supported |
---|---|---|---|
H1: ENJ→CI | 0.484 | 12.065 *** | Yes |
H2: FAN→CI | −0.0145 | −0.442 | No |
H3: ESC→CI | 0.0647 | 1.975 ** | Yes |
H4: SINT→CI | 0.0627 | 1.968 ** | Yes |
H5: SPRE→CI | 0.155 | 3.166 ** | Yes |
H6: ACH→CI | 0.0814 | 2.515 ** | Yes |
H7: SELFP→CI | −0.0284 | −0.848 | No |
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Bueno, S.; Gallego, M.D.; Noyes, J. Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. Appl. Sci. 2020, 10, 1644. https://doi.org/10.3390/app10051644
Bueno S, Gallego MD, Noyes J. Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. Applied Sciences. 2020; 10(5):1644. https://doi.org/10.3390/app10051644
Chicago/Turabian StyleBueno, Salvador, M. Dolores Gallego, and Jan Noyes. 2020. "Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go" Applied Sciences 10, no. 5: 1644. https://doi.org/10.3390/app10051644
APA StyleBueno, S., Gallego, M. D., & Noyes, J. (2020). Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. Applied Sciences, 10(5), 1644. https://doi.org/10.3390/app10051644