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Gotta catch ‘em all or not enough time: Users motivations for playing Pokémon Go? and non-users’ reasons for not installing

机译:需要抓住全部还是不足的时间:用户玩神奇宝贝Go的动机是什么?以及非用户未安装的原因

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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 QualtricsTM 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.
机译:使用内置的手机传感器在现实环境中玩都市游戏。先前已经检查了《PokémonGo》对体育锻炼和就座时间的影响,但是有限的研究探索了使用该应用程序的动机。因此,本研究的目的是探讨《PokémonGo》用户使用该应用程序的动机,Exusers放弃游戏的原因以及非用户未安装该游戏的原因。经机构伦理批准后,“体育活动和神奇宝贝Go”调查问卷是使用QualtricsTM开发的,并在英国(基准)发布后不久通过社交媒体分发。在基线时,共有461名参与者(n = 193男性,n = 265女性,n = 3跨性别),主要是白人(n = 420)并且没有自我报告残疾(n = 443),完成了调查问卷。用户(n = 236)被问到使用PokémonGo的动机,非用户提供了未安装的原因。在3个月的时间里,共有127名参与者(n = 23位用户)再次填写了问卷,并对所有定性数据进行了主题分析。据报道,使用PokémonGo的最常见原因是“开心”,在基线和3个月时分别为86%和83%。基线时第二常见的原因是“朋友正在使用它”(58%),而在三个月时是“待在外面”(48%)。在基线和三个月使用PokémonGo的最不常见的动机是“结识新朋友”(分别为8%和0%)。最初,社交动机和竞争是两个通用主题,它们概括了《PokémonGo》用户使用该应用程序的动机。 PokémonGo用户报告了两个通用主题,它们为何不认为将来会使用该应用程序。这些是与应用程序相关的因素以及与PokémonGo无关的因素。非用户报告了不使用PokémonGo的多种原因,包括缺乏兴趣和时间不足。用户和非用户均报告了安全隐患和不良事件的风险。这是第一个以主题分析使用《PokémonGo》动机的研究,其发现是:1)未来旨在增加身体活动的智能手机应用必须确保目标不断发展,以保持最初的兴趣和参与应用的动机; 2)游戏开发人员必须考虑所需的电话存储空间和功能,这可能会阻碍下载; 3)使用该应用程序的问题,包括用户及其周围用户的安全。

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