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.
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- Partial requirement for: M.S., Arizona State University, 2016Note typethesis
- Includes bibliographical references (pages 42-50)Note typebibliography
- Field of study: Physical activity, nutrition and wellness