TY - CHAP U1 - Konferenzveröffentlichung A1 - Rauschnabel, Philipp A1 - tom Dieck, M. Claudia A1 - Rossmann, Alexander ED - Rossmann, Alexander T1 - Exploring user adoption of Augmented Reality applications based on Pokémon Go T2 - Digital Enterprise Computing (DEC 2017) : July 11 - 12, 2017, Böblingen, Germany. - (Lecture notes in informatics (LNI) - proceedings ; volume P-272) N2 - Pokémon Go was the first mobile Augmented Reality (AR) game that made it to the top of the download charts of mobile applications. However, very little is known about this new generation of mobile online Augmented Reality (AR) games. Existing media usage and technology acceptance theories provide limited applicability to the understanding of its users. Against this background, this research provides a comprehensive framework that incorporates findings from uses & gratification theory (U>), technology acceptance and risk research as well as flow theory. The proposed framework aims at explaining the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to conduct in-app purchases. A survey among 642 Pokémon Go players provides insights into the psychological drivers of mobile AR games. Results show that hedonic, emotional and social benefits, and social norms drive, vice versa physical risks (but not privacy risks) hinder consumer reactions. However, the importance of these drivers differs between different forms of user behavior. KW - mobile gaming KW - augmented reality KW - AR KW - Pokémon Go KW - gratifications KW - risks KW - flow Y1 - 2017 U6 - https://nbn-resolving.org/urn:nbn:de:bsz:rt2-opus4-14248 UN - https://nbn-resolving.org/urn:nbn:de:bsz:rt2-opus4-14248 SN - 978-3-88579-666-4 SB - 978-3-88579-666-4 SP - 119 EP - 130 S1 - 12 PB - Gesellschaft für Informatik CY - Bonn ER -