Sökning: onr:"swepub:oai:DiVA.org:ltu-79717" >
Location-Based Game...
Location-Based Games and the COVID-19 Pandemic : An Analysis of Responses from Game Developers and Players
-
- Laato, Samuli (författare)
- Department of Future Technologies, University of Turku, 20540 Turku, Finland
-
- Laine, Teemu H. (författare)
- Luleå tekniska universitet,Datavetenskap
-
- Islam, A.K.M. Najmul (författare)
- Department of Future Technologies, University of Turku, 20540 Turku, Finland
-
(creator_code:org_t)
- 2020-06-17
- 2020
- Engelska.
-
Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 4:2
- Relaterad länk:
-
https://doi.org/10.3...
-
visa fler...
-
https://ltu.diva-por... (primary) (Raw object)
-
https://www.mdpi.com...
-
https://urn.kb.se/re...
-
https://doi.org/10.3...
-
visa färre...
Abstract
Ämnesord
Stäng
- 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.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap -- Medieteknik (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Media and Communication Technology (hsv//eng)
Nyckelord
- COVID-19
- Pokémon GO
- behaviour
- pandemic
- location-based games
- hybrid-reality games
- social media
- gamification
- Pervasive Mobile Computing
- Distribuerade datorsystem
Publikations- och innehållstyp
- ref (ämneskategori)
- art (ämneskategori)
Hitta via bibliotek
Till lärosätets databas