Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Revista de Design, Tecnologia e Sociedade |
Texto Completo: | https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301 |
Resumo: | The mobile game Pokémon Go has received great attention given its controversy and popularity worldwide. The main objective of this study is understanding, by the use of a player-based survey, the impacts on players’ habits and behaviors, such as investigating its association with Captology concepts. Four interest axes unfold under this perspective: well-being, gameplay, franchising and technology. The major findings include the characterization of the game as a persuasive technology resulting from the identification of intentional behavior change in players. The analysis also leads to a discussion of its effectiveness from the perspective of persuasive technologies, thus obtaining relevant contributions for the development of new products, such as the importance of gamification and franchising. |
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Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game ExperienceTecnologia Persuasiva. Pokémon Go. Jogos.Persuasive Technology. Pokémon Go. Games.The mobile game Pokémon Go has received great attention given its controversy and popularity worldwide. The main objective of this study is understanding, by the use of a player-based survey, the impacts on players’ habits and behaviors, such as investigating its association with Captology concepts. Four interest axes unfold under this perspective: well-being, gameplay, franchising and technology. The major findings include the characterization of the game as a persuasive technology resulting from the identification of intentional behavior change in players. The analysis also leads to a discussion of its effectiveness from the perspective of persuasive technologies, thus obtaining relevant contributions for the development of new products, such as the importance of gamification and franchising.O jogo para dispositivos móveis Pokémon Go recebeu grande atenção devido a sua controvérsia e popularidade em todo o mundo. O principal objetivo deste estudo é entender, a partir de um levantamento com usuários, os impactos nos hábitos e comportamentos dos jogadores, bem como investigar a sua relação com os conceitos de Captologia. Quatro eixos de interesse desdobram sob esta perspectiva: bem-estar, jogabilidade, franquias e tecnologia. Os principais resultados incluem a caracterização do jogo como uma tecnologia persuasiva, em virtude da identificação da mudança de comportamento intencional nos jogadores. A análise também leva a uma discussão de sua eficácia a partir da perspectiva de tecnologias persuasivas, obtendo, portanto, contribuições relevantes para o desenvolvimento de novos produtos, como a importância da gamificação e do franchising.Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB2018-08-08info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301Revista de Design, Tecnologia e Sociedade; v. 5 n. 1 (2018); 1-152525-7471reponame:Revista de Design, Tecnologia e Sociedadeinstname:Universidade de Brasília (UnB)instacron:UNBenghttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301/10780Halpern, Marcelo C.Kipper, Fabricio AugustoSugimoto, AdrianaSilva, Tânia Luisa Koltermann dainfo:eu-repo/semantics/openAccess2018-08-28T21:11:26Zoai:ojs.pkp.sfu.ca:article/12301Revistahttps://periodicos.unb.br/index.php/design-tecnologia-sociedadePUBhttps://periodicos.unb.br/index.php/design-tecnologia-sociedade/oai2525-74712358-9582opendoar:2018-08-28T21:11:26Revista de Design, Tecnologia e Sociedade - Universidade de Brasília (UnB)false |
dc.title.none.fl_str_mv |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
title |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
spellingShingle |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience Halpern, Marcelo C. Tecnologia Persuasiva. Pokémon Go. Jogos. Persuasive Technology. Pokémon Go. Games. |
title_short |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
title_full |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
title_fullStr |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
title_full_unstemmed |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
title_sort |
Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience |
author |
Halpern, Marcelo C. |
author_facet |
Halpern, Marcelo C. Kipper, Fabricio Augusto Sugimoto, Adriana Silva, Tânia Luisa Koltermann da |
author_role |
author |
author2 |
Kipper, Fabricio Augusto Sugimoto, Adriana Silva, Tânia Luisa Koltermann da |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Halpern, Marcelo C. Kipper, Fabricio Augusto Sugimoto, Adriana Silva, Tânia Luisa Koltermann da |
dc.subject.por.fl_str_mv |
Tecnologia Persuasiva. Pokémon Go. Jogos. Persuasive Technology. Pokémon Go. Games. |
topic |
Tecnologia Persuasiva. Pokémon Go. Jogos. Persuasive Technology. Pokémon Go. Games. |
description |
The mobile game Pokémon Go has received great attention given its controversy and popularity worldwide. The main objective of this study is understanding, by the use of a player-based survey, the impacts on players’ habits and behaviors, such as investigating its association with Captology concepts. Four interest axes unfold under this perspective: well-being, gameplay, franchising and technology. The major findings include the characterization of the game as a persuasive technology resulting from the identification of intentional behavior change in players. The analysis also leads to a discussion of its effectiveness from the perspective of persuasive technologies, thus obtaining relevant contributions for the development of new products, such as the importance of gamification and franchising. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-08-08 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301 |
url |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://periodicos.unb.br/index.php/design-tecnologia-sociedade/article/view/12301/10780 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB |
publisher.none.fl_str_mv |
Programa de Pós-Graduação em Design, Departamento de Design/Instituto de Artes-UnB |
dc.source.none.fl_str_mv |
Revista de Design, Tecnologia e Sociedade; v. 5 n. 1 (2018); 1-15 2525-7471 reponame:Revista de Design, Tecnologia e Sociedade instname:Universidade de Brasília (UnB) instacron:UNB |
instname_str |
Universidade de Brasília (UnB) |
instacron_str |
UNB |
institution |
UNB |
reponame_str |
Revista de Design, Tecnologia e Sociedade |
collection |
Revista de Design, Tecnologia e Sociedade |
repository.name.fl_str_mv |
Revista de Design, Tecnologia e Sociedade - Universidade de Brasília (UnB) |
repository.mail.fl_str_mv |
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1798313148185313280 |