An adoption framework for mobile augmented reality games: The case of Pokemon Go

被引:305
作者
Rauschnabel, Philipp A. [1 ]
Rossmann, Alexander [2 ]
Dieck, M. Claudia tom [3 ]
机构
[1] Univ Michigan Dearborn, Dearborn, MI 48128 USA
[2] Reutlingen Univ, Reutlingen, Germany
[3] Manchester Metropolitan Univ, Manchester, Lancs, England
关键词
Mobile gaming; Augmented reality; Pokemon Go; Gratification; Risk; Flow; TECHNOLOGY ACCEPTANCE MODEL; INFORMATION-TECHNOLOGY; PHYSICAL-ACTIVITY; ONLINE EXPERIENCE; USER ACCEPTANCE; PERCEIVED EASE; SOCIAL MEDIA; GRATIFICATIONS; PRIVACY; PERSONALITY;
D O I
10.1016/j.chb.2017.07.030
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
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.
引用
收藏
页码:276 / 286
页数:11
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