X Exploring Player Behavior and Motivations To Continue Playing Pokémon GO
X Exploring Player Behavior and Motivations To Continue Playing Pokémon GO
www.emeraldinsight.com/0959-3845.htm
ITP
32,3 Exploring player behavior
and motivations to continue
playing Pokémon GO
646 Ezlika Ghazali
Department of Marketing, Faculty of Business and Accountancy,
Received 12 July 2017
Revised 6 April 2018 University of Malaya, Kuala Lumpur, Malaysia
Accepted 18 May 2018
Dilip S. Mutum
Business School, University of Nottingham,
Semenyih, Malaysia, and
Mei-Yuen Woon
Faculty of Business and Accountancy, University of Malaya,
Kuala Lumpur, Malaysia
Abstract
Purpose – The purpose of this paper is to identify the determinants of players’ continuance intentions to
play Pokémon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological,
social and gaming motivational factors.
Design/methodology/approach – The research model was empirically assessed based on 362 validated
responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares
path modeling method.
Findings – The results indicated that enjoyment, network externalities, community involvement and the
need-to-collect significantly influence players’ continuance intention. Furthermore, the findings reveal that
flow and nostalgia have indirect effects on players’ continuance intention, which in turn significantly
influences their purchase intention.
Originality/value – This study provides empirical support for an integrated model for understanding the
antecedents of the players’ behavioral intentions that incorporates psychological, social and gaming
motivational factors in the context of an augmented reality mobile game.
Keywords Behavioural theories, Virtual purchases, Technology adoption, Augmented reality
Paper type Research paper
1. Introduction
The advent of various mobile gaming technologies and rapid improvements in mobile
broadband networks has opened up new opportunities and possibilities for the thriving
mobile games industry. One of the most recent developments has been the growing
popularity of augmented reality (AR) mobile games. AR is defined as a technique that
displays virtual content superimposed upon real-life objects (Tan et al., 2015). AR
technology allows virtual objects to be superimposed upon or composited with the real
world (Azuma, 1997). AR is used in a wide array of applications in a number of fields,
including education, medical procedures, manufacturing, marketing, entertainment and
tourism (Kim and Hyun, 2016; Ko et al., 2013).
Pokémon GO (PG) offers a new gaming experience for players by using a smartphone’s
Global Positioning System to enable a location-based AR environment where the players must
physically move in order to progress in the game (Niantic, 2016). The interactive AR features
Information Technology & People and physical activity elements make PG different from other mobile games and turned it into a
Vol. 32 No. 3, 2019
pp. 646-667
global craze. In fact, it was ranked as the most downloaded game app in the Apple App and
© Emerald Publishing Limited
0959-3845
Google Play stores in 2016 (Hollister, 2017). The game recorded 21 million daily active users in
DOI 10.1108/ITP-07-2017-0216 the USA, beating the previous record holder, Candy Crush Saga (Himanshu, 2016). PG is further
reported to have earned USD600 million in revenue in 90 days, whereas Candy Crush Saga took Player
more than 200 days to earn that amount (Hollister, 2017). behavior in
Studies have shown that gamers play for different reasons (Yee, 2006), and different Pokémon GO
game designs generate different outcomes (Lee and Wohn, 2012). Mobile game users have a
choice from a wide variety of mobile games with the Apple App and Google Play stores
releasing several new games regularly. In addition to facing the underlying uphill challenge
of attracting and retaining players, game providers must also sustain the existence of a 647
game by generating revenue from selling virtual game enhancements and objects. In the
highly competitive mobile game market, and in the free-to-play business model, profits are
becoming increasingly difficult to achieve. The success and sustainability of these games
have always depended on engaging and retaining players who are willing to consistently
invest their time as well as money into the game. However, as opposed to online games
played on PCs, mobile games are different because of the limitations of screen size.
Moreover, the games are mostly free to download and play with game developers making
money from the in-app purchases. However, past studies have not really examined this
aspect of in-app purchase intentions. The major concern for developers of free-to-play
mobile games is with regards to increasing and retaining their user base and generating
more revenue through in-app purchases. Thus, understanding the factors influencing the
gamers’ intentions to continue playing and, more important, their intention to make in-app
purchases is extremely important if these games are to become sustainable.
Within the context of the AR mobile PG game, this research outlines an integrated
framework to examine the antecedents of players’ continuance intention, specifically the
psychological, social and motivational factors. First, the psychological perspective of
players’ intention is explored through uses and gratifications (U&G) theory, enjoyment
perception and flow experience. The U&G theory is used to identify the motivational factors
and gratifications that drive users to choose a particular medium, especially new media
technologies. The paper proposes an integrated and holistic framework, which not only
breaks down the U&G framework into four component variables (namely, achievement,
challenge, escapism and social interaction) but also extends the framework to include and
examine the interplay of social influences and motivational factors to predict continuance
intention and ultimately leading to purchase intentions.
Players generally develop interest and choose to involve themselves in gameplay to satisfy
a wide range of needs. More importantly, games are played for enjoyment. Previous studies
have consistently found that enjoyment is relevant to continued use (Lee and Tsai, 2010;
Merikivi et al., 2017). In addition, flow experience has been identified as one of the several
factors that explain players’ behavior in mobile game contexts. Flow is characterized as total
absorption in an activity (Csikszentmihalyi, 1990), and this condition usually occurs when
players reach a critical level of engagement with a game (Liu and Chang, 2016; Admiraal et al.,
2011; Wang and Chen, 2010). Therefore, this study aims to examine the effect of players’
motivation on both enjoyment and flow experience, which in turn influence their continuance
intention to play which may motivate them to spend money for in-app purchases.
Second, this study integrates the social perspective by considering network externalities
and community involvement to capture the influence of others in shaping players’
behavioral intentions. Network externality refers to the utility that the user derives from the
consumption of a product that increases with the number of users (Katz and Shapiro, 1985).
As PG became a global phenomenon, it immediately attracted a massive number of players
and made headlines across the world. This surge in the number of users creates more
communication opportunities for players and further enhances their perception of the game.
On the other hand, community involvement refers to the behaviors of sharing and obtaining
information from other users in the virtual world (Zhao et al., 2012). Previous studies have
not really examined these social aspects. For example, the social factors proposed in our
ITP study are quite distinct from social image as proposed by Lin and Bhattacherjee (2010).
32,3 Players tend to search for gaming tips and tricks on online community websites when faced
with obstacles in gameplay. This may improve players’ overall game experience and
facilitate their usage. Thus, this study examines the possible effect of network externalities
and online community involvement in enhancing players’ continuance intention which
consequently may lead to in-app purchases.
648 Third, this study examines gaming motivational factors that are unique to PG, including
nostalgia and the need-to-collect. Different authors have conceptualized nostalgia as an
affective state, mood or emotion that is somehow triggered by one’s thoughts of the past
(Muehling et al., 2014). Pokémon is a childhood memory for fans that grew up with the
franchise in the 1990s. The core element in this game is the collection of Pokémons. In addition
to embracing this original aspect of the game’s past, it provides an innovative experience that
allows players to explore an AR while collecting various Pokémon. The mission of collecting
Pokémons might stimulate players’ desire to collect and foster a sense of continuity. As
delivering a compelling experience to players is a key factor in retention, the effects of nostalgia
and the need-to-collect were considered as important factors influencing players’ continuance
intentions, which in this study is modeled as antecedent for players’ in-app purchases.
This study contributes to the existing literature in several ways. First, this study aims to
provide evidence that psychological, social and PG gaming motivational factors collectively
contribute to the positive engagement intention of players in the context of an AR mobile
game. Second, this study examines different forms of socially related influences, including
network externalities and community involvement. These social perspectives play an
important role in enhancing interpersonal relationships, which in turn affect players’
intentions. Third, this study advances the literature on mobile gaming by incorporating
nostalgia and the need-to-collect elements in explaining players’ continuance intention.
To the best of our knowledge, no study has yet attempted to explore these variables. Finally,
by proposing an integrated and holistic framework, the findings will offer game providers
some insights to help them develop more successful games based on players’ needs in order
to engage players, prolong their usage and motivates them to perform in-app purchases.
2. Literature review
2.1 Uses and gratifications theory
U&G theory provides a useful framework for understanding the gratifications or benefits that
attract and engage users of various types of media (Chaouali, 2016; Luo and Remus, 2014).
Gratification refers to the extent to which players’ motivations are satisfied based on their initial
experiences (Wu et al., 2010). According to U&G theory, people actively choose and use a
particular media based on their needs. These needs are derived from psychological and social
situations that produce motives that, in turn, influence media use (Katz et al., 1974; Weibull, 1985).
This theory has been used to study new media technologies (Cianfrone et al., 2011; Wohn and
Lee, 2013) such as personal websites, social networking sites, video games and online games.
Mobile games are considered to be a new, experience-oriented type of media that players choose
to engage in to satisfy their needs (Wei and Lu, 2014); thus, it is appropriate to apply the U&G
approach to current AR mobile game contexts.
Past research has demonstrated that when users’ needs or gratifications are satisfied by
using media, it could lead to favorable behavioral outcomes (e.g. Ang et al., 2015; Huang and
Hsieh, 2011; Ifinedo, 2016; Xu et al., 2012). Within the gaming context, past U&G studies
have identified various social and psychological factors that are associated with different
game genres. For example, Jin (2014) found that players seek entertainment, fantasy, the
challenge of competition and escapism when playing social network games (SNG).
Yee (2006) suggested that the motivation to play massive multiplayer online role-playing
games can be classified into three categories, including achievement, social and immersion.
A study of online games showed that multiple gratifications (i.e. achievement, enjoyment Player
and social interaction) had a significant effect on the player’s continued motivation to play behavior in
(Wu et al., 2010). These studies underline the suitability of incorporating U&G as the Pokémon GO
underlying theory to explain players’ psychological needs in association with their gaming
behaviors as it fits well with understanding how and why players obtain gratification
during their playing experience. Building on this theory and on extent literature, this study
has identified and proposes four U&G constructs, namely, achievement, challenge, escapism 649
and social interaction. These constructs are discussed in more detail below.
Achievement motivations for playing online games include the desires to gain power,
progress rapidly in the game, gather virtual game objects, gather valuable performance points
and compete with others (Wu et al., 2010). According to Merhi (2016), a major motive of
individuals engaging in online games is to satisfy a desire that they cannot achieve in the real
world or to show off their ability to other players. When they are able to achieve the given goals,
they feel satisfied and are more likely to continue playing. Similarly, while looking at online
video game (OVG) usage (termed as interactive hedonic system usage), Lin and Bhattacherjee
(2010) found that social image affected attitudes. They defined social image “as the extent to
which users may derive respect and admiration from peers in their social network as a result of
their IT usage” (Lin and Bhattacherjee, 2010, p. 167). Players usually enjoy the feeling of
accomplishment when they move up or advance to a higher level of gaming. For instance,
Puente-Díaz (2012) found that achievement significantly influenced players’ enjoyment.
Hoffman and Nadelson (2010) stated that when players try to achieve goals in a game, the
process fosters a flow experience and further enhances players’ motivational engagement.
The desire for achievement can provide players with personal fulfillment and a feeling of
pleasure. In addition, acquiring achievements requires players to pay attention to the game, and
this effort will contribute to the flow state. Accordingly, the following are hypothesized:
H1a. Achievement positively affects enjoyment.
H1b. Achievement positively affects flow.
Challenge refers to the level of difficulty in the gaming context, which includes competing
with other players or completing the mission given in the game (Liu and Shiue, 2014).
However, in our paper, challenge refers specifically to challenge seeking ( Jin, 2014), which is
considered as an intrinsic motivation. The challenge in PG is that it forces its players to go
out and make an effort to search for Pokémon or Pokestops or Gyms. Moreover, certain
Pokémon are only available at specific locations. Prior literature has suggested that
incorporating reasonable challenges in games can make games fun, which leads to an
optimal and enjoyable playing experience (Lee et al., 2012; Teng et al., 2012). Players
generally like to be challenged because when they complete a level or mission, they feel good
about the accomplishment. It has been demonstrated in empirical studies that challenges
play a critical role in motivating the player and improving the player’s enjoyment ( Jin, 2014;
Lee et al., 2012). According to Merikivi et al. (2017), positive challenges are the key to
maintaining a user’s interest and engagement in a game. These authors stated that if a game
is too easy, players will lose interest in it, and if a game is too difficult, players’ frustration
might grow. Brown et al. (2008) highlighted that play testing was essential to ensure that the
gaming experience was well balanced and enjoyable for gamers. In addition, a study by Su
et al. (2016) affirmed that challenges enable players to experience a state of flow. When
players respond to challenges by constantly focusing on overcoming obstacles, they will
enter a state of flow in the game. Accordingly, the following are hypothesized:
H2a. Challenge positively affects enjoyment.
H2b. Challenge positively affects flow.
ITP Escapism is used by individuals to obtain relief from problems by escaping unpleasant
32,3 situations, relieving stress or breaking the mundaneness of daily life (Merhi, 2016;
Li et al., 2015; Demetrovics et al., 2011). According to Ho et al. (2017), people attempt to
distract themselves from reality by consuming media. When media are sufficiently
engaging, the distraction from negative thoughts is a form of entertainment that leads to
enjoyment. In the gaming context, empirical studies have found that escapism is an
650 important factor affecting enjoyment (Chen et al., 2016; Merhi, 2016). In general, players tend
to seek relief from everyday problems by playing games to achieve enjoyment.
Prior research has also stated that escaping from reality is a critical factor in inducing
flow experiences while playing games. For instance, Liu and Chang (2016) found that
escapism significantly influences the flow experience of online game players. When players
are highly engaged during gameplay to escape unpleasant realities, the players will become
immersed in the game, leading to a flow experience. Based on the above reasoning, the
following hypotheses are proposed:
H3a. Escapism positively affects enjoyment.
H3b. Escapism positively affects flow.
Social interaction recognizes the importance of communication and relationship building with
others (Li et al., 2015; Merhi, 2016). Through online games, players have the opportunity to
play, meet, challenge and chat with other players (Merhi, 2016). Research has consistently
shown that social interaction is regarded as one of the key factors that determine the
enjoyment of players and that it motivates them to continuously engage in games. For
instance, Chen et al. (2016) found that social interaction significantly influences players’
perceived enjoyment, which in turn significantly influences their intention to play. In line with
this finding, Li et al. (2015) showed that social support in an SNG helps players fulfill their
social needs and motivates them to continue using a particular SNG. These studies suggest
that social interaction in the gaming world allows good times to be shared with other players
in the game, which could enhance player enjoyment. Moreover, Su et al. (2016) and Lee (2009)
indicated that social interaction positively influences flow experience and further influences
player behavioral intention. Social interaction enables players to establish and expand
interpersonal networks, and this form of social ties will produce flow and create moments of
optimal experience for players. Hence, the following hypotheses are proposed:
H4a. Social interaction positively affects enjoyment.
H4b. Social interaction positively affects flow.
2.3 Enjoyment
Enjoyment can be defined as the degree to which performing an activity is perceived as
pleasurable and fun in its own right (Van der Heijden, 2003). Prior research has identified
enjoyment as a strong determinant of users’ behavioral intention in a variety of online Player
environments (e.g. Wu and Liu, 2007; Chen et al., 2016; Merhi, 2016). For example, behavior in
Shiau and Luo (2013) indicated that user involvement, satisfaction and perceived Pokémon GO
enjoyment predict continuance intention for blog usage. On the other hand, Chan and
Chong (2013) showed that enjoyment plays a crucial role in users’ engagement with mobile
commerce activities. Similarly, Merhi (2016) and Merikivi et al. (2017) found that
enjoyment also positively influences the intention to play online games. The rationale for 651
these findings is that when players experience enjoyable feelings while playing games, it
lead to positive attitudes and expectations of games and provided more enduring reasons
or motives to play games (Boyle et al., 2012). In another study, Lin and Bhattacherjee
(2010) while looking at OVGs also showed that perceived enjoyment leads to
positive effects on attitudes toward their usage, which in turn had a direct and positive
effect on user’s intention to use the OVGs. It should be noted that previous studies have
focused on the intention to play while the current study examines the players’ intention to
continue playing the game. However, it is highly likely that enjoyment is one of the main
factors determining players’ intention to continue playing the game and thus leads to the
next hypothesis:
H5. Enjoyment positively affects continuance intention.
2.4 Flow
Csikszentmihalyi (1990) described flow as the holistic feeling that people experience when
they act with total involvement. Flow represents an optimal experience; in this state, people
have clear goals, exercise control, lose their self-consciousness and experience a distortion of
time (Csikszentmihalyi, 1990). Previous studies in the online game context have examined
flow experience through multiple dimensions. For example, Chang (2013) suggested that the
flow experience comprises concentration, telepresence, enjoyment and time distortion.
Lee and Tsai (2010) suggested that total involvement, enjoyment, control, concentration and
intrinsic interest are important characteristics of the flow experience. Thus, the flow
experience is regarded as a fully immersed condition, where players engage in the game
with total concentration and a distorted sense of time. Koufaris (2002) recognized the
importance of flow theory to measure online consumer experience. He felt that previous
operationalizations of flow were too broad and identified three dimensions of flow, namely,
shopping enjoyment, perceived control and concentration, out of which, only the shopping
enjoyment variable was found to influence the intention to return. However, in this paper,
flow has been conceptualized as a uni-dimensional construct, which is also different from the
enjoyment construct.
Users who experience a flow state have reported more positive expectations and
demonstrated greater enjoyment and satisfaction. For instance, according to Liu and
Li (2011), players experience an optimal level of enjoyment while playing mobile games
when they are in a flow state. Similarly, Guo et al. (2016) reported that students who
experience flow while taking an online course are more likely to perceive the course as being
fun. Thus, when players experience an increased level of flow, their level of enjoyment
would also increase accordingly.
Moreover, researchers have also demonstrated that flow is one of the several factors that
explain users’ behavior in various new media technologies such as online games (Merhi,
2016; Su et al., 2016; Lee, 2009), social networking services (Gao and Bai, 2014; Zhou, 2015)
and mobile purchasing (Gao et al., 2015). When players generate a flow experience in the
process of playing a game, there is a sense of full immersion, which will further enhance
their gaming experience (Zhou, 2015). Thus, it is likely that players who experience flow
while playing games will tend to continue their usage to obtain this optimal experience
ITP again in the future. Hence, it is proposed that a flow experience can facilitate players’
32,3 enjoyment and encourage their continuance intention:
H6a. Flow positively affects enjoyment.
H6b. Flow positively affects continuance intention.
H1a
H1b
Enjoyment H9 H10
654 Challenge
H2a
H5
H2b
Continuance Purchase
H6a
intention to H11 intention
H3a play
2
R = 0.1
Escapism
H3b H6b
Flow
H4a H8
H7
H4b
Social
Interaction
Need to
Nostalgia H7a
collect
Figure 1.
Conceptual framework
Gaming motivational factors
3. Research method
3.1 Data collection and sample
The data were collected through the non-probability purposive sampling method using an
online field survey (Su et al., 2016). Given the nature of online mobile games, access to the
target respondents via an online survey was deemed appropriate (Lee, 2009; Merikivi et al.,
2017). The questionnaire was translated into the Malay language using a back-translation
method to verify the consistency between the two language versions (Ho and Wu, 2012).
As this study concerns players’ continuance intention, the targeted respondents were
current players of PG in Malaysia. Respondents were recruited via popular virtual
communities of PG players on Facebook and Google Plus in Malaysia over a two-month
period. The message stated the aim of the current study and contained a hyperlink to the
survey form. A filter question was used to ensure that respondents met the criterion of
still playing PG.
A total of 362 usable responses were ultimately used for the final analysis after removing
the outliers. Harman’s single-factor analysis was performed to examine the potential issue of
common method bias as the responses were self-reported. The results showed that the first
factor accounted for 32.85 percent of the total variance, which is less than the threshold level
of 50 percent, indicating that common method bias is not a serious concern in this study.
With regards to the gender breakdown, 61.3 percent of the respondents were male and
38.7 percent female; 4.1 percent were aged below 18 years, 73.5 percent were between 18 and
35, 20.2 percent were between 36 and 55 and 2.2 percent were above 55 years. Also, more
than half of the respondents had played PG for three months or more.
3.2 Measures
The questionnaire was developed by adapting scales from existing literature to suit the
current research context. Table I summarizes the sources used to operationalize the model
constructs, which have been validated in numerous studies. The data were collected using
seven-point Likert scales ranging from 1 (strongly disagree) to 7 (strongly agree). The
questionnaire consisted of three sections: the first section captures the gaming experiences of
Construct Sources
Player
behavior in
Achievement Wu et al. (2010), Xu et al. (2012) Pokémon GO
Challenge Jin (2014), Teng et al. (2012)
Escapism Demetrovics et al. (2011), Xu et al. (2012)
Social interaction Lee (2009), Wei and Lu (2014)
Need-to-collect Pearce (1994), Zolfagharian and Cortes (2011)
Nostalgia Derbaix and Derbaix (2010) 655
Network externality Wei and Lu (2014), Zhou (2015)
Enjoyment Wei and Lu (2014), Wu et al. (2010)
Flow Lee (2009), Triantafillidou and Siomkos (2014)
Community involvement Chang and Chuang (2011)
Continuance intention Chang et al. (2014), Lee and Tsai (2010), Li et al. (2015) Table I.
Purchase intention Chu and Lu (2007), Hsiao and Chen (2016) Construct and sources
the respondents, such as duration, frequency, time spent playing and purchase details for the
game (if any). The second section records the respondents’ perception of their motivations and
behavioral intentions for the game. The last section collected the demographic information,
such as gender, age, highest education level and employment status. Prior to the survey, the
questionnaire was pre-tested on 20 respondents and reviewed by a marketing expert to verify
the appropriateness of the instruments and to confirm the content validity. Based on the
respondents’ and expert’s feedback, minor modifications were made to some questions. For
example, the term “shopped” was changed to “purchased,” and the term “powerful” was
modified to the achievement of a higher CP level.
the HTMT values were lower than the 0.85 threshold (Kline, 2011), indicating that
discriminant validity was ascertained, as shown in Table IV. In sum, both the convergent and
discriminant validity of the measures in this study were established. Thus, we could proceed
with the structural equation modeling.
658
Table III.
Discriminant validity
of measurement model
Mean SD CR AVE 1 2 3 4 5 6 7 8 9 10 11 12
Network Community
Achievement externality involvement
H1
0.2 a
08*
*
H1 7**
0.3
b
3
Enjoyment
**
0.
H9 1**
0
09
H1
14
R 2 = 0.41
0.2
H2a
H
Challenge 0.252** 0.3 5
85
0. H2b **
30
8*
*
Continuance
0.15**
Purchase
H6a
H11
intention to 0.32**
a
H3 54
intention
play
–0
.0 R 2 = 0.1
H6b R 2 = 0.53
Escapism H3b 09
0.178** –0.0
Flow
R 2 = 0.4
–0 H7b
**
0.2
H8 6**
95
26 a
*
0. H4
3*
3
.0
b
H4 02
0.0
Social
Interaction
H7a Need to
Nostalgia 0.371**
collect
Figure 2.
Significant path Gaming motivational factors Results of the
Non-significant path structural equation
modeling
Note: **p < 0.01
that there is mediation. The indirect effect of nostalgia on continuance intention was also
found to be significant, with a t-value of 3.75 (β ¼ 0.088), 95 percent boot CI: (LL ¼ 0.042,
UL ¼ 0.133); this also does not include a 0 in between, thus indicating a mediation effect.
According to Hair et al. (2014), a VAF value greater than 80 percent is full mediation, and a
value between 20 and 80 percent is partial mediation. Thus, the results revealed a full
mediation effect between flow and players’ continuance intention and a partial mediation
effect between nostalgia and players’ continuance intention.
The magnitudes of the effect sizes ( f2) of the study were also assessed based on Cohen’s
(1988) guidelines, which are 0.02, 0.15, and 0.35, representing small, medium and large
effects, respectively. Based on Table VI, the model showed 11 relationships with small effect
sizes and 2 with medium effect sizes. In addition, this study assessed the predictive
relevance (Q2) of the model using the blindfolding procedure. Hair et al. (2014) suggested
that if the Q2 value is larger than 0, the model has predictive relevance for a certain
ITP Direct path Std β SE t-value p-value
32,3
Path a
Flow → ENJ 0.150 0.055 2.725 0.006
NTG → NTC 0.371 0.044 8.495 0.000
Path b
660 ENJ → CI 0.385 0.055 7.050 0.000
NTC → CI 0.236 0.054 4.396 0.000
Path c'
Flow → CI −0.009 0.048 0.181 0.856
NTG → CI −0.095 0.040 2.399 0.016
Table V.
Mediation effect of Indirect path Std β SE t-value VAF Mediation
enjoyment and need- Flow → ENJ → CI 0.058 0.023 2.514 87.078 Full mediation
to-collect NTG → NTC → CI 0.088 0.023 3.750 47.958 Partial mediation
H1a ACV → ENJ 0.208 0.059 3.514** Supported 1.694 0.043 0.410 0.402 0.303
H1b ACV →Flow 0.337 0.056 6.007** Supported 1.497 0.131 0.422 0.415 0.237
H2a CHL → ENJ 0.252 0.066 3.84** Supported 2.211 0.049
H2b CHL → Flow 0.308 0.066 4.656** Supported 2.047 0.080
H3a ESC → ENJ −0.054 0.054 1.007 Not supported 1.502 na
H3b ESC → Flow 0.178 0.050 3.593** Supported 1.448 0.038
H4a SIN → ENJ 0.263 0.055 4.813** Supported 1.507 0.078
H4b SIN → Flow 0.002 0.049 0.045 Not supported 1.507 na
H5 ENJ → CIT 0.385 0.055 7.05** Supported 1.847 0.171 0.532 0.524 0.417
H6a Flow → ENJ 0.150 0.055 2.725** Supported 1.730 0.022
H6b Flow → CIT −0.009 0.048 0.181 Not supported 1.411 na
H7a NTG → NTC 0.371 0.044 8.495** Supported 1.000 0.160
H7b NTG → CIT −0.095 0.040 2.399** Not supported 1.218 na
H8 NTC → CIT 0.236 0.054 4.396** Supported 1.728 0.069
Table VI. H9 NEX → CIT 0.141 0.043 3.277** Supported 1.444 0.030
Results of the H10 CIV → CIT 0.209 0.048 4.343** Supported 1.471 0.064
structural model H11 CIT → PIT 0.320 0.044 7.186** Supported 1.000 0.114 0.102 0.100 0.086
analysis Note: **po 0.01
endogenous construct. The predictive relevance analysis was performed using a distance
value of 7. The results showed that all Q2 values were greater than 0, ranging from 0.09 to
0.42; this indicated that the model has sufficient predictive relevance.
5. Discussion
This paper presents an integrated theoretical framework to explore the important
antecedents of players’ behavioral intentions for the location-based AR mobile games. The
findings revealed that players’ continuance intention has positive effects on their purchase
intention, while players’ continuance intention is significantly influenced by enjoyment,
community involvement, network externalities and the need-to-collect. The significant path
from continuance intention to purchase intention is consistent with the findings of Hamari
(2015) and Hsiao and Chen (2016) who showed that the willingness to purchase virtual
goods increases when players are eager to continue playing and develop a sense of loyalty.
Among the antecedents of players’ continuance intention, enjoyment has the strongest Player
impact on players’ continuance intention, which corresponds to prior studies suggesting that behavior in
pleasurable gaming experiences tend to motivate players to engage with the game and to Pokémon GO
continue playing it (Lin et al., 2012; Merikivi et al., 2017). However, contrary to expectations,
flow was not found to have a significant effect on players’ continuance intention. The possible
reason is that the game requires players to walk around and take road trips to collect
Pokémon and other virtual items, but simultaneously they need to be alert of their 661
surroundings; thus, most players are not completely absorbed and immersed in the game.
Although there is no direct relationship between flow and players’ continuance intention,
the results revealed that enjoyment completely mediates the relationship between flow and
continuance intention. In other words, gaming is more enjoyable when players experience
flow in the gaming world, which consequently influences players’ continuous engagement in
the game. Prior research has also found that enjoyment while playing online games is an
outcome of experiencing flow (Weibel and Wissmath, 2011; Weibel et al., 2008).
When players experience flow while playing games, they tend to filter out irrelevant
thoughts and focus their play effort on the game to gain pleasurable experiences. This
indicates that flow is an important element of the game that could lead to enjoyable
experiences and, more importantly, further promote players’ continuance intention.
Furthermore, as predicted, community involvement and network externalities significantly
influence players’ continuance intention. This result implies that social factors positively affect
players’ continuance intention, in agreement with the results of prior studies (Chen et al., 2016;
Wei and Lu, 2014). The findings indicate that player involvement within the community
encourages players to discuss the game and share information, which eventually enhances
their social gaming experience. Moreover, the large network size enables players to connect
with more players, which further improves the player experience. Both social factors directly
affect player-to-player interactions and further create compelling experiences for players.
This study further examined the gaming motivational factors unique to PG and found that
the need-to-collect has significant positive impacts on players’ continuance intention.
Surprisingly, the results indicated that nostalgia has no significant relationship with players’
continuance intention. The former focuses on the interesting gaming factor, while the latter
explains the past memories of the game. This finding suggests that players’ expectation of the
game focuses on the interesting gaming factor instead of past experience. Moreover, this study
found that more than half of the respondents did not play Pokémon-related games during their
youth, which means that most of them did not have nostalgic experiences with Pokémon.
Although nostalgia may not directly lead to continuance intention to play, it influences
continuance intention through players’ need-to-collect Pokémon and other virtual items.
Player’s need-to-collect was found to partially mediate the relationship between nostalgia and
players’ continuance intention. A possible explanation is that nostalgia plays an important
role at the early stages to attract players to the game, whereas player intention to continue
playing is influenced by the unique gaming factors, along with their desire to collect. Several
companies are now using nostalgia to position their products in order to differentiate
themselves from competitors and to influence consumer preferences for the products (Kessous
and Roux, 2008). According to Cui (2015), the key to successful nostalgia marketing is to
combine products with potential nostalgic elements. As the mobile game industry is highly
competitive, it is even more important to create unique gaming factors to keep players
engaged. The empirical results demonstrated that PG had successfully engaged players by
implementing an effective nostalgia strategy together with interesting gaming factors.
The findings also indicate that U&G constructs significantly influence players’ enjoyment
and flow experience. Consistent with previous findings, players obtain various forms of
gratification from gameplay, including social interaction, achievement and challenge
(Li et al., 2015; Wu et al., 2010). However, the findings of the present study indicate that
ITP escapism does not have a significant effect on enjoyment. This could be due to the player
32,3 constraint of needing to explore various locations to play the game, which probably decreases
their expectations about the game and leads them to lose interest. As most mobile phone users
play mobile games in short sessions, they might not devote much effort to completely
exploring the game, which would decrease their overall enjoyment of the gaming experience.
Furthermore, the results revealed that social interaction has no significant effect on flow. This
662 might be due to the limited level of direct interaction with other players; thus, the socializing
effect was not strong enough to engage players in total immersion. Overall, the results showed
that players seek different types of gratification in order to enhance their gaming experience.
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Corresponding author
Dilip S. Mutum can be contacted at: [email protected]
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