A Sense of Belonging: Pokémon GO and Social Connectedness

Published on Sep 1, 2019in Games and Culture1.9
· DOI :10.1177/1555412017719973
Kellie Vella8
Estimated H-index: 8
(QUT: Queensland University of Technology),
Daniel Johnson34
Estimated H-index: 34
(QUT: Queensland University of Technology)
+ 4 AuthorsCody Phillips7
Estimated H-index: 7
(QUT: Queensland University of Technology)
Sources
Abstract
The free-to-play mobile game Pokemon GO’s (PGO) use of real-world mapping encourages play in public spaces, opening up the possibility of greater engagement with other players, local communities, and surrounds. This study conducted a series of interviews (N = 15) and collected online social forum reports of gameplay (N = 880), in order to determine what the social outcomes of play may be and what mechanisms might be facilitating the social connectedness. Thematic analysis revealed that playing PGO produced a sense of belonging, linked to a sense of place, as well as facilitating conversations with strangers and strengthening social ties. This was due to the use of accessible technology able to be integrated into daily routines, shared passion for the game, and mechanics that encouraged players out of their homes. “Shared passion” was tied to the nostalgic connection many players felt for the franchise. This study shows how gameplay can build social connectedness through real-world engagement.
📖 Papers frequently viewed together
References20
Newest
Abstract Mobile games such as Pokemon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a popular mobile game, Pokemon Go, was taken a...
Source
#1Olga Stavrova (University of Cologne)H-Index: 14
#2Maike Luhmann (University of Cologne)H-Index: 25
Multiple studies have shown that the sense of belonging and connectedness contribute to meaning in life, but does meaning also influence social connectedness? The present research examines the reciprocal relationships between meaning and different types of connectedness: intimate, relational, and collective. Analyzing data from a nationally representative longitudinal study (Study 1) with cross-lagged panel models, we found that only collective connectedness was prospectively associated with mea...
Source
#1Linde Van Hecke (Vrije Universiteit Brussel)H-Index: 9
#2Benedicte Deforche (Vrije Universiteit Brussel)H-Index: 62
Last. Jelle Van Cauwenberg (UGent: Ghent University)H-Index: 28
view all 6 authors...
Most previous studies examining physical activity in Public Open Spaces (POS) focused solely on the physical environment. However, according to socio-ecological models the social environment is important as well. The aim of this study was to determine which social and physical environmental factors affect adolescents’ visitation and physical activity in POS in low-income neighbourhoods. Since current knowledge on this topic is limited, especially in Europe, qualitative walk-along interviews were...
Source
Jan 5, 2016 in HICSS (Hawaii International Conference on System Sciences)
#1Nicole Crenshaw (UCI: University of California, Irvine)H-Index: 6
#2Bonnie Nardi (UCI: University of California, Irvine)H-Index: 59
We analyze social affordances from World of Warcraft (WoW), a massively multiplayer online role-playing game (MMO). These affordances contributed to community development and social experiences. To reduce the time needed to play and make gameplay easier, expansions to the game removed or altered many affordances. The changes were appealing to some, but diminished social experience, to the dismay of other players. As social life continues to move into virtual worlds of all kinds, we argue that de...
Source
#2Timothy B. Smith (BYU: Brigham Young University)H-Index: 29
Last. David StephensonH-Index: 1
view all 5 authors...
Actual and perceived social isolation are both associated with increased risk for early mortality. In this meta-analytic review, our objective is to establish the overall and relative magnitude of social isolation and loneliness and to examine possible moderators. We conducted a literature search of studies (January 1980 to February 2014) using MEDLINE, CINAHL, PsycINFO, Social Work Abstracts, and Google Scholar. The included studies provided quantitative data on mortality as affected by lonelin...
Source
#1Joyce Neys (EUR: Erasmus University Rotterdam)H-Index: 5
#2Jeroen Jansz (EUR: Erasmus University Rotterdam)H-Index: 20
Last. Ed S. Tan (UvA: University of Amsterdam)H-Index: 15
view all 3 authors...
Enjoyment has a central role in explaining persistence in gaming.Hardcore gamers are intrinsically motivated by competence to persist through enjoyment.Casual and Heavy gamers are motivated to persist through enjoyment and connectedness. The question of why players of video games persist gaming in the face of what seems to be insufficient reward has not yet been properly answered. This paper approaches the issue by combining two general psychological theories: Self-determination Theory (Deci & R...
Source
#1Donghee Yvette Wohn (MSU: Michigan State University)H-Index: 24
This paper examines gender and race representation in casual games through content analysis. Study 1 looks at gender and race representation in a random sample (N = 200) of casual games retrieved from the websites of the largest five casual game distributors. Study 2 looks at the most popular games on websites of the same five multinational distributors (N = 54) and analyzes how primary characters are portrayed in terms of appearance and personality. Females are overly represented as primary cha...
Source
#1Annakaisa Kultima (UTA: University of Tampere)H-Index: 12
In this article, I examine the phenomenon of casual games and the underlying transformation of digital play which the rise of this particular segment of the games industry is exposing. I argue that instead of a genuinely new phenomenon, we are facing a change that can be more accurately characterized as "the normalization of digital play". The expansion of the player basis as well as the instrumental and functional approaches to games concurs with the transformations of other digital environment...
Source
#1Xinyue Zhou (SYSU: Sun Yat-sen University)H-Index: 27
#2Constantine Sedikides (University of Southampton)H-Index: 111
Last. Dingguo Gao (SYSU: Sun Yat-sen University)H-Index: 12
view all 4 authors...
Four studies tested whether nostalgia can counteract reductions in perceived social support caused by loneliness. Loneliness reduced perceptions of social support but increased nostalgia. Nostalgia, in turn, increased perceptions of social support. Thus, loneliness affected perceived social support in two distinct ways. Whereas the direct effect of loneliness was to reduce perceived social support, the indirect effect of loneliness was to increase perceived social support via nostalgia. This res...
Source
#1Vicky CattellH-Index: 11
#2Nick Dines ('KCL': King's College London)H-Index: 8
Last. Sarah Curtis (Durham University)H-Index: 44
view all 4 authors...
The rejuvenation of public spaces is a key policy concern in the UK. Drawing on a wide literature and on qualitative research located in a multi-ethnic area of East London, this paper explores their relationship to well-being and social relations. It demonstrates that ordinary spaces are a significant resource for both individuals and communities. The beneficial properties of public spaces are not reducible to natural or aesthetic criteria, however. Social interaction in spaces can provide relie...
Source
Cited By45
Newest
#1Samuli LaatoH-Index: 10
#2Nobufumi InabaH-Index: 3
Last. Teemu D. LaajalaH-Index: 14
view all 4 authors...
This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang.,The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differences in game slang adoption between three teams in the location-based augmented reali...
Source
#1John Dunham (RIT: Rochester Institute of Technology)H-Index: 1
Location-Based Games (LBG) impose virtual space onto physical ones, drawing players into a sort of liminal space augmenting elements from both the physical and virtual. Studies have explored LBGs from various angles; however, a firm understanding of who plays LBGs and why represents a lacuna in the literature. My research seeks to address these gaps by exploring the lived experiences of current players of LBGs. This report explores state of the art, presents a brief overview of a study of player...
Source
#1Yuntao Guo (Tongji University)H-Index: 10
#2Shubham Agrawal (Clemson University)H-Index: 3
Last. Irina Benedyk (UB: University at Buffalo)H-Index: 4
view all 4 authors...
Abstract null null This study seeks to understand the potential safety and health implications of location-based augmented reality gaming apps (“LAR apps”) through studying people perception of Pokemon GO, a popular LAR gaming app. These perceptions can affect app usage behavior, app retention rate, and market share which can be critical to policymakers and app developers. An online survey is conducted to capture the impacts of Pokemon GO regarding: (i) perceived risk of using the app and opinio...
Source
Practices oriented to digital technologies are being invented to change how people cope with crises. This study examines how Chinese netizens’ networked practices (e.g., liking, sharing, or commenting) with COVID-19 related duanzi (short online satires) influenced their psychological well-being, external social support, and issue knowledge during the pandemic. The role of social capital in moderating these relations is explored. Findings from the survey demonstrate that the act of “liking” a COV...
Source
#1Brody J. Ruihley (Miami University)H-Index: 4
#2Andrew C. Billings (UA: University of Alabama)H-Index: 33
Last. Nick Buzzelli (UA: University of Alabama)
view all 3 authors...
The fantasy sport industry has seen tremendous changes in the past five years, thanks in large part to increased participation, media acceptance, easing of legal pressure, and the proliferation of ...
Source
#1Qin Gao (THU: Tsinghua University)H-Index: 24
#2Yue Chen (THU: Tsinghua University)H-Index: 5
Source
#1Samuli Laato (UTU: University of Turku)H-Index: 10
#2Sampsa Rauti (UTU: University of Turku)H-Index: 10
Last. Erkki Sutinen (UTU: University of Turku)H-Index: 32
view all 4 authors...
Abstract Augmented reality (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokemon GO (N = 515). Our findings show that nostalgic feelings about Pokemon increased imagining AR content in the real world. Surprisingly,...
Source
Last. Daniela de Cunto Bueno (UFRJ: Federal University of Rio de Janeiro)H-Index: 1
view all 4 authors...
Pokemon Go is the most popular location-based game worldwide. As a location-based game, Pokemon Go’s gameplay is connected to networked urban mobility. However, urban mobility differs significantly...
Source
May 6, 2021 in CHI (Human Factors in Computing Systems)
#1Erica Kleinman (UCSC: University of California, Santa Cruz)H-Index: 5
#2Sara Chojnacki (NU: Northeastern University)H-Index: 1
Last. Magy Seif El-Nasr (UCSC: University of California, Santa Cruz)H-Index: 21
view all 3 authors...
In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ ...
Source
#1Alf Inge Wang (NTNU: Norwegian University of Science and Technology)H-Index: 21
Abstract Pokemon Go is one of the most successful mobile games of all time and has motivated its users to become physically active, socialize, and spend more time outdoors. There have been published some systematic literature reviews related to Pokemon Go, but few address health effects beyond the physical health of playing the game. This paper presents the results from a systematic literature review on how the game affects physical, mental, and social health and the players’ motivation for star...
Source
This website uses cookies.
We use cookies to improve your online experience. By continuing to use our website we assume you agree to the placement of these cookies.
To learn more, you can find in our Privacy Policy.