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首页> 外文期刊>Computers in Human Behavior >An adoption framework for mobile augmented reality games: The case of Pokemon Go
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An adoption framework for mobile augmented reality games: The case of Pokemon Go

机译:移动增强现实游戏的采用框架:Pokemon Go案例

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摘要

Pokemon Go was the first mobile augmented reality (AR) game to reach the top of the download charts of mobile applications. However, little is known about this new generation of mobile online AR games. Existing theories provide limited applicability for user understanding. Against this background, this research provides a comprehensive framework based on uses and gratification theory, technology risk research, and flow theory. The proposed framework aims to explain the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to invest money in in-app purchases. A survey among 642 Pokemon Go players provides insights into the psychological drivers of mobile AR games, The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions. However, the importance of these drivers differs depending on the form of user behavior. (C) 2017 Elsevier Ltd. All rights reserved.
机译:Pokemon Go是第一个达到移动应用程序下载量榜首的移动增强现实(AR)游戏。但是,对于这种新一代的移动在线AR游戏知之甚少。现有理论为用户理解提供了有限的适用性。在此背景下,本研究提供了一个基于使用和满足理论,技术风险研究和流程理论的综合框架。拟议的框架旨在解释态度和故意反应的驱动因素,例如游戏的持续性或投资应用内购买的意愿。对642位Pokemon Go玩家进行的一项调查提供了对移动AR游戏心理驱动力的见解,结果表明,享乐,情感和社会利益以及社会规范推动了消费者的反应,而物理风险(而非数据隐私风险)却阻碍了消费者的反应。但是,这些驱动程序的重要性因用户行为的形式而异。 (C)2017 Elsevier Ltd.保留所有权利。

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