tai pikachu 2017

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… Scholars have analyzed gamers' attitudinal and intentional reactions (Rauschnabel, Rossmann, & Tom Dieck, 2017), mobility, consumption, and its effects on users' well-being (Zach & Tussyadiah, 2017), and gamers' motivational factors (e.g. Kaczmarek, Misiak, Behnke, Dziekan, & Guzik, 2017;Rauschnabel et al., 2017;Yang & Liu, 2017;Zsila, Orosz, & BőThe et al., 2017). Fewer studies have focused on gamers' personality traits that predict both Pokèmon GO early adoption (Tabacchi, Caci, Cardaci, & Perticone, 2017) and gamers' behaviors during game sessions (e.g. …
… In this article, we focus on recent studies on the growing popularity of Pokémon Go that have considered the psychological dimensions related both to motivational factors (e.g. Kaczmarek et al., 2017;Rauschnabel et al., 2017;Yang & Liu, 2017;Zsila et al., 2017) and personality traits (Khalis & Mikami, 2018;Tabacchi et al., 2017) in different sample of Pokémon GO gamers recruited in Europe or USA. …
… A considerable number of studies have analyzed the impact of motivational factors on playing Pokémon GO. For instance, Kaczmarek et al. (2017) have examined the three primary motives related to the use of AR mobile game such as achievement, immersion, and socializing (Yee, 2006;Yee, Ducheneaut, & Nelson, 2012) on a population of Pokémon Go Polish gamers. Their results have shown that gamers with high levels of achievement motivations acquire and test their power within the game, enjoy searching for rare Pokémon creatures or eggs and compete with other players in Gyms. …

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The Reciprocal Influences among Motivation, Personality Traits, and Game Habits for Playing Pokémon GO

This article reports a study exploring motivations of Pokémon Game use, individual differences related to personality traits, and game habits. First, it analyzed Pokémon GO motivations through exploratory factor analysis (EFA) by administering online the Pokémon GO Motivational Scale to a group of Italian gamers (N = 560). Successively, a Confirmatory Factor Analysis (CFA) was conducted testing three factorial models of Pokémon Game motivations on a selected random sample (N = 310). Results showed a three-factor model of Pokémon GO Game motivations (i.e. Personal Needs, Social Needs and Recreation), accounting for 68.9% of total variance plus a general higher order factor that best fits the data. Individual differences in Pokémon GO motivations and personality traits have been explored showing that high involved Pokémon GO players are introverted, low agreeableness, and conscientiousness people, driven by personal social and recreational needs. Reciprocal influences on motivational involvement, personality, and game habits were discussed.
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… PG is an augmented-reality game where the real-world location of players -estimated by their smartphone GPScontrols the location of their game avatar. PG gaming has been related to several positive outcomes, e.g., increased physical activity and time spent outdoors (Althoff, White, & Horvitz, 2016;Barkley, Lepp, & Glickman, 201;Dillet, 2016;Kaczmarek, Misiak, Behnke, Dziekan, & Guzik, 2017;Marquet, Alberico, & Hipp, 2018). Moreover, research has revealed that PG gaming boosts emotional and social well-being, e.g., friendship formation and intensification or sense of belonging (Bonus, Peebles, Mares, & Sarmiento, 2018;Kogan, Hellyer, Duncan, & Schoenfeld-Tacher, 2017;Marquet, Alberico, Adlakha, & Hipp, 2017;Vella et al., 2017;Zach & Tussyadiach, 2017). …
… We expected that Pokémon Go gaming addiction would be related to problematic smartphone use (phubbing and phone addiction) and this syndrome of intense gaming and smartphone use would predict the occurrent of physical health problems, i.e., pain and computer vision syndrome. We controlled for gender because gaming behaviors differ between women and men (Kaczmarek et al., 2017;Wagner-Greene, 2017;Winn, & Heeter, 2009). We also controlled for age because younger participants tend to spend more time with electronic games (Greenberg, Sherry, Lachlan, Lucas, & Holmstrom, 2010), differ in their PG playing patterns and outcomes (Wagner-Greene, 2017; Kaczmarek et al., 2017), and tend to experience pain related to electronic media use (Simplyhealth, 2019). …

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… We controlled for gender because gaming behaviors differ between women and men (Kaczmarek et al., 2017;Wagner-Greene, 2017;Winn, & Heeter, 2009). We also controlled for age because younger participants tend to spend more time with electronic games (Greenberg, Sherry, Lachlan, Lucas, & Holmstrom, 2010), differ in their PG playing patterns and outcomes (Wagner-Greene, 2017; Kaczmarek et al., 2017), and tend to experience pain related to electronic media use (Simplyhealth, 2019). …
The Gengar effect: Excessive Pokémon Go players report stronger smartphone addiction, phubbing, pain, and vision-related problems

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