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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
  • Tidskriftsartikel (refereegranskat)
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  • 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

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Laato, Samuli
Laine, Teemu H.
Islam, A.K.M. Na ...
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Luleå tekniska universitet

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