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Flow and Pokémon GO: The Contribution of Game Level, Playing Alone, and Nostalgia to the Flow State
Journal article   Open access   Peer reviewed

Flow and Pokémon GO: The Contribution of Game Level, Playing Alone, and Nostalgia to the Flow State

Paula M Loveday and Jacqueline Burgess
e-Journal of Social & Behavioural Research in Business, Vol.8(2), pp.16-28
2017
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Abstract

Public Health and Health Services Psychology Flow Pokémon GO nostalgia game design exergame
Purpose: Although there has been research examining the physical benefits of playing the mobile augmented reality exergame, Pokémon GO (released in July 2016), the mental health benefits have not been investigated. Therefore, to add to the body of knowledge concerning the mental health benefits of playing exergames in the new context of augmented-reality mobile games, this study investigated the positive and beneficial concept of flow and its association with playing Pokémon GO. Design/Method/Approach: A quantitative survey of 202 adult players of Pokémon GO using two validated survey instruments, measuring flow and nostalgia, investigated the correlation between the beneficial state of flow, and playing Pokémon GO. Additionally, thematic analysis was used to analyse participant responses to optional, open-ended questions. Findings: Significant predictors for 27% of variance in flow levels of Pokémon GO players were: game level achieved, playing alone, nostalgia for Pokémon from childhood, and playing with family. The themes identified by thematic analysis of participant comments concerned the beneficial effects they considered Pokémon GO was having on their social, mental, and physical well-being.

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