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Exploring user adoption of Augmented Reality applications based on Pokémon Go

  • 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&GT), 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.

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Metadaten
Author of HS ReutlingenRossmann, Alexander
URN:urn:nbn:de:bsz:rt2-opus4-14248
Handle:https://dl.gi.de/handle/20.500.12116/109
ISBN:978-3-88579-666-4
Erschienen in:Digital Enterprise Computing (DEC 2017) : July 11 - 12, 2017, Böblingen, Germany. - (Lecture notes in informatics (LNI) - proceedings ; volume P-272)
Publisher:Gesellschaft für Informatik
Place of publication:Bonn
Editor:Alexander RossmannORCiD
Document Type:Conference proceeding
Language:English
Publication year:2017
Tag:AR; Pokémon Go; augmented reality; flow; gratifications; mobile gaming; risks
Page Number:12
First Page:119
Last Page:130
PPN:Im Katalog der Hochschule Reutlingen ansehen
DDC classes:004 Informatik
Open access?:Ja
Licence (German):License Logo  Open Access