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Pokemon GO: A Socio-Technical Exploratory


Abstract PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification literature were successfully identified as elements players enjoy when playing Pokémon GO. METHODS: A mixed methods approach, with 17 participants taking part in a daily physical activity tracking study and 14 participants participating in semi-structured interviews. In the use study, participant steps were tracked for one week using the Apple Health Kit application, and participants were also asked to provide daily answ... (more)
Created Date 2016
Contributor Biel, Alexander Michael (Author) / Hekler, Eric (Advisor) / Ainsworth, Barbara (Committee member) / Buman, Matthew (Committee member) / Arizona State University (Publisher)
Subject Behavioral sciences
Type Masters Thesis
Extent 74 pages
Language English
Copyright
Reuse Permissions All Rights Reserved
Note Masters Thesis Physical Activity, Nutrition and Wellness 2016
Collaborating Institutions Graduate College / ASU Library
Additional Formats MODS / OAI Dublin Core / RIS


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Description Dissertation/Thesis