Middle-aged Players’ Memorable Experiences with Pokémon GO
Keywords:
pokémon go, middle-aged players, older gamers, player experience, location-basedAbstract
As the first location-based augmented reality game to gain mainstream popularity, Pokémon GO also reached an older demographic of players that have traditionally played less and whose play experiences are under-researched. In this article, we present the findings of a qualitative survey study (n=349) focusing on the middle- aged (40–65-year-old) Pokémon GO players’ memorable experiences from the time when the game’s popularity was at its peak and its player base likely most diverse. We analyzed the open-ended survey responses with thematic analysis, resulting in 7 categories and 88 thematic codes. The categories constructed were Game Play & Game Content, People & Sociability, Location, Circumstances & Context, Negative Events, Feelings and Other Codes. Through our analysis and findings, we provide insights to understand the play experiences of middle-aged players through Pokémon GO. These findings also capture the memorable moments of a massive, unique social phenomenon at its peak from the perspective of a traditionally overlooked demographic.Downloads
Published
2019-01-01
Bibtex
@Conference{digra1106, title ="Middle-aged Players’ Memorable Experiences with Pokémon GO", year = "2019", author = "Koskinen, Elina and Alha, Kati and Leorke, Dale and Paavilainen, Janne", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1106}", booktitle = "Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix"}
Proceedings
Section
Papers
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