Impact of location-based games on phone usage and movement: a case study on Pokémon GO

I. Andone, Konrad Blaszkiewicz, Matthias Böhmer, Alexander Markowetz
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引用次数: 19

Abstract

Pokémon GO was a short lived mobile location-based gaming phenomenon. After its launch in July 2016, it quickly reached 500 million installs, but afterwards interest faded. As part of a large scale "in the wild" mobile phone study we have recorded phone usage and location measurements between June and September 2016. We investigate who were the people who installed and played Pokémon GO and what effects it had on their behaviour. We chose as a middle point the start of playing the game, and selected users that had activity for at least two weeks before and two weeks after it. In this work we present our findings on a sample of 2, 861 users. We compare demographic characteristics and Big Five personality traits of these users with 7, 904 non-playing users from the same time period. The general daily phone usage of players increased on average by 27 minutes, which represents 16% per day. In terms of large scale movement patterns, these did not change, with regard to diameter and total path length per day.
基于位置的游戏对手机使用和移动的影响:以《pokemon GO》为例
《pokemon GO》是一款昙花一现的手机定位游戏。在2016年7月发布后,它的安装量迅速达到5亿,但随后人们对它的兴趣逐渐消退。作为一项大规模“野外”手机研究的一部分,我们记录了2016年6月至9月期间的手机使用情况和位置测量。我们调查了安装和玩《pokemon GO》的人,以及它对他们的行为有什么影响。我们选择了游戏开始的中间点,并选择了至少在游戏开始前两周和之后两周都活跃的用户。在这项工作中,我们展示了我们对2861名用户样本的研究结果。我们将这些用户的人口统计特征和五大人格特征与同期的7904名非游戏用户进行了比较。玩家每天使用手机的时间平均增加了27分钟,占16%。在大规模的运动模式方面,这些没有改变,关于直径和每天的总路径长度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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