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Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players

机译:基于位置的游戏和Covid-19大流行:对游戏开发人员和玩家的响应分析

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摘要

In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
机译:2020年初,作为缓解Covid-19大流行的传播的对策,政府对其公民的动作发出的限制,取消社交活动,建议人们留在家里。由于基于位置的游戏(LBG)被发现影响人类运动,他们在Covid-19期间的作用应该接近检查。在定期情况下,这些游戏的目的是激励人们出去,探索和迎接其他人。然而,在Covid-19期间,建议人们做出确切的对面。为研究LBG开发人员和玩家如何对这种情况做出反应,我们使用了许多数据的NetNography研究方法:(1)Covid-19在2020年3月期间七种流行的LBG开发人员进行的游戏中的游戏中变更; (2)社交媒体对三个流行神奇宝贝的20个帖子的反应Go Dubreddits; (3)神奇宝贝的突袭活动(协作)在2月20日至5月在芬兰市中心。由于Covid-19,所有观察到的LBG都在游戏中变化。社交媒体反应表明对这些变化的压倒性欣赏,并出现了两个中央二阶主题:(1)LBG有能力在流行病中影响人类运动; (2)人们应该能够在Covid-19独立于LBG影响时自我调节他们的行为。令人惊讶的是,芬兰的纪录的神奇宝贝去球员活动受到游戏中的奖励比Covid-19大流行更受影响更大。我们的研究结果对游戏和游戏处理如何用于在需要人口水平干预的情况下将人类运动引导人类运动的影响。

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