Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience

Autores/as

  • Marcelo C. Halpern Universidade Federal do Rio Grande do Sul
  • Fabricio Augusto Kipper Universidade Federal do Rio Grande do Sul
  • Adriana Sugimoto Universidade Federal do Rio Grande do Sul
  • Tânia Luisa Koltermann da Silva Universidade Federal do Rio Grande do Sul

Palabras clave:

Persuasive Technology. Pokémon Go. Games.

Resumen

The mobile game Pokémon Go has received great attention given its controversy and popularity worldwide. The main objective of this study is understanding, by the use of a player-based survey, the impacts on players’ habits and behaviors, such as investigating its association with Captology concepts. Four interest axes unfold under this perspective: well-being, gameplay, franchising and technology. The major findings include the characterization of the game as a persuasive technology resulting from the identification of intentional behavior change in players. The analysis also leads to a discussion of its effectiveness from the perspective of persuasive technologies, thus obtaining relevant contributions for the development of new products, such as the importance of gamification and franchising.

Biografía del autor/a

  • Marcelo C. Halpern, Universidade Federal do Rio Grande do Sul

    Programa de Pós-Graduação em Design, Universidade Federal do Rio Grande do Sul (UFRGS), Avenida
    Oswaldo Aranha, nº99 - 6º andar - sala 607, Porto Alegre, RS, 90035-190, Brasil

  • Fabricio Augusto Kipper, Universidade Federal do Rio Grande do Sul

    Programa de Pós-Graduação em Design, Universidade Federal do Rio Grande do Sul (UFRGS), Avenida
    Oswaldo Aranha, nº99 - 6º andar - sala 607, Porto Alegre, RS, 90035-190, Brasil

  • Adriana Sugimoto, Universidade Federal do Rio Grande do Sul

    Programa de Pós-Graduação em Design, Universidade Federal do Rio Grande do Sul (UFRGS), Avenida
    Oswaldo Aranha, nº99 - 6º andar - sala 607, Porto Alegre, RS, 90035-190, Brasil.

  • Tânia Luisa Koltermann da Silva, Universidade Federal do Rio Grande do Sul

    Programa de Pós-Graduação em Design, Universidade Federal do Rio Grande do Sul (UFRGS), Avenida
    Oswaldo Aranha, nº99 - 6º andar - sala 607, Porto Alegre, RS, 90035-190, Brasil.

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Publicado

2018-08-08

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Pokémon Go as a Persuasive Technology: Lessons Learned from an Acclaimed Mobile Game Experience. (2018). Revista De Design, Tecnologia E Sociedade, 5(1), 1-15. https://periodicostestes.bce.unb.br/index.php/design-tecnologia-sociedade/article/view/12301

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