Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience

Detalhes bibliográficos
Autor(a) principal: Halpern, Marcelo C.
Data de Publicação: 2018
Outros Autores: Kipper, Fabricio Augusto, Sugimoto, Adriana, Silva, Tânia Luisa Koltermann da
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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spelling 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
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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
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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)
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reponame_str Revista de Design, Tecnologia e Sociedade
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repository.name.fl_str_mv Revista de Design, Tecnologia e Sociedade - Universidade de Brasília (UnB)
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