Browse > Article
http://dx.doi.org/10.5392/JKCA.2020.20.04.498

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game  

Lee, Gyu-Dong (세종사이버대학교 경영학과)
Publication Information
Abstract
Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.
Keywords
Augmented Reality; Continuance Intention; Game Characters; Mobile Games; $Pok{\acute{e}}mon$ Go;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 J. Paay, J. Kjeldskov, D. Internicola, and M. Thomasen, "Motivations and Practices for Cheating in Pokémon GO," Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 1-12, 2018.
2 B. Zhao and S. Zhang, "Rethinking Spatial Data Quality: Pokemon Go as a Case Study of Location Spoofing," The Professional Geographer, Vol.71, No.1, pp.96-108, 2019.   DOI
3 A. Bhattacherjee, "Understanding Information Systems Continuance: An Expectation-Confirmation Model," MIS Quarterly, Vol.25, No.3, pp.351-370, 2001.   DOI
4 Z. Xu, O. Turel, and Y. Yuan, "Online Game Addiction among Adolescents: Motivation and Prevention Factors," European Journal of Information Systems, Vol.21, No.3, pp.321-340, 2012.   DOI
5 P. M. Podsakoff, S. B. MacKenzie, J. Y. Lee, and N. P. Podsakoff, "Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies," Journal of Applied Psychology, Vol.88, No.5, pp.879-903, 2003.   DOI
6 J. F. Hair, R. E. Anderson, R. L. Tatham, and W. C. Black, Multivariate Data Analysis. Upper Saddle River, NJ: Prentice Hall, 1998.
7 C. Yang and D. Liu, "Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being," Cyberpsychology, Behavior, & Social Networking, Vol.20, No.1, pp.52-57, 2017.   DOI
8 최승영, 장우진, "로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰," 한국콘텐츠학회논문지, 제11권, 제8호, pp.88-101, 2011.   DOI
9 https://sensortower.com/blog/pokemon-go-has-best-year-ever-in-2019-catching-nearly-900m-usd-in-player-spending, 2020.3.17.
10 김영대, "운동되는 증강현실게임 포켓몬고 열풍," 마이더스, 제2017권, 제3호, pp.78-79, 2017.
11 E. M. Ghazali, D. S. Mutum, and M. Y. Woon, "Multiple Sequential Mediation in an Extended Uses and Gratifications Model of Augmented Reality Game Pokémon Go," Internet Research, Vol.29, No.3, pp.504-528, 2019.   DOI
12 F. D. Davis, "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology," MIS Quarterly, Vol.13, No.3, pp.319-340, 1989.   DOI
13 J. Hamari, A. Malik, J. Koski, and A. Johri, "Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?," International Journal of Human-Computer Interaction, Vol.35, No.9, pp.804-819, 2018.
14 P. A. Rauschnabel, A. Rossmann, and M. C. tom Dieck, "An Adoption Framework for Mobile Augmented Reality Games: The case of Pokemon Go," Computers in Human Behavior, Vol.76, No.11, pp.276-286, 2017.   DOI
15 P. Rasche, A. Schlomann, and A. Mertens, "Who Is Still Playing Pokémon Go? A Web-Based Survey," JMIR Serious Games, Vol.5, No.2, p.e7, 2017.   DOI
16 F. D. Davis, R. P. Bagozzi, and P. R. Warshaw, "User Acceptance of Computer Technology: A Comparison of Two Theoretical Models," Management Science, Vol.35, No.8, pp.983-1003, 1989.
17 김정환, 오광균, 장한별, "청소년 보호를 위한 게임물(확률형 아이템)의 합리적 규제 방안," 법학연구, 제15권, 제3호, pp.211-239, 2012.
18 E. Rodgers, Diffusion of Innovations, New York, NY: Free Press, 2003.
19 V. Lehdonvirta, "Virtual Item Sales as a Revenue Model: Identifying Attributes That Drive Purchase Decisions," Electronic Commerce Research, Vol.9, No.1/2, pp.97-113, 2009.   DOI
20 정해상, "확률형 게임아이템에 관한 사행성 규제의 한계," 법학논총, 제21권, 제2호, pp.143-162, 2014.
21 유성호, "위치기반(LBS) 모바일게임의 활성화방안 : 국내게임과 해외게임의 사례연구를 중심으로," 한국콘텐츠학회논문지, 제8권, 제11호, pp.74-84, 2008.   DOI
22 E. Katz, J. G. Blumler, and M. Gurevitch "Uses and Gratification Research," The Public Opinion Quarterly, Vol.37, No.4, pp.509-523, 1973.   DOI
23 H. T. Sung, L. Sigerson, and C. Cheng, "Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach," Cyberpsychology. Behavior, and Social Networking, Vol.20, No.8, pp.486-493, 2017.   DOI
24 A. Bhattacharya, T. Windleharth, R. Ishii, I. Acevedo, C. Aragon, J. Kientz, J. Yip, and J. Lee, "Group Interactions in Location-Based Gaming: A Case Study of Raiding in Pokemon GO," Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp.1-12, 2019.
25 L. D. Kaczmarek, M. Misiak, M. Behnke, M. Dziekan, and P. Guzik, "The Pikachu effect: Social and Health Gaming Motivations Lead to Greater Benefits of Pokémon GO use," Computers in Human Behavior, Vol.75, pp.356-363, 2017.   DOI
26 A. Khalis and A. Y. Mikami, "Who's Gotta Catch 'Em All?: Individual Differences in Pokèmon Go Gameplay Behaviors," Personality and Individual Differences, Vol.124, pp.35-38, 2018.   DOI
27 B. D. Ma, S. L. Ng, T. Schwanen, J. Zacharias, M. Zhou, I. Kawachi, and G. Sun, "Pokemon GO and Physical Activity in Asia: Multilevel Study," Journal of Medical Internet Research, Vol.20, No.6, p.e217, 2018.   DOI
28 B. S. Greenberg, J. Sherry, K. Lachlan, K. Lucas, and A. Holmstrom, "Orientations to Video Games among Gender and Age Groups," Simulation & Gaming, Vol.41, No.2, pp.238-259, 2010.   DOI
29 N. Hulsey and J. Reeves, "The Gift that Keeps on Giving: Google, Ingress, and the Gift of Surveillance," Surveillance & Society, Vol.12, No.3, pp.389-400, 2014.   DOI
30 M. Khamzina, K. V. Parab, R. An, T. Bullard, and D. S. Grigsby-Toussaint, "Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis," American Journal of Preventive Medicine, Vol.58, No.2, pp.270-282, 2020.   DOI