Determinants of intention to play Pokémon Go
Open accessAbstract
This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-players and 259 PG players) was collected and analysed. Game aesthetics increase all perceived values of both groups. Game aesthetics and innovativeness have no direct impact on gamers' intention to play. Emotional value and functional value are crucial for their behavioural intention. Social value is important for non-players, while conditional value influences players' intentions. This study contributes to the expansion of the TCV in mobile location-based AR game adoption and reveals the insights of players' and non-players' value perceptions. It is one of the first studies investigating the TCV factors, antecedents, and consequence in the mobile AR game literature.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Conditional value has a significant influence on purchase behaviour in online service, mobile applications, or online games.
“Although only limited studies have explored conditional value in the live-streaming e-commerce context, previous literature has demonstrated that conditional value has a significant influence on purchase behaviour in online service [81], mobile applications [121], or online games [128].”
From Consumers purchase intention in live-streaming e-commerce: A consumption value perspective and the role of streamer popularity (2024) · cites this paper as [128]
The Results (Structural model; page unavailable) report that conditional value significantly and positively influenced players’ intention to play Pokémon Go. That supports an effect on game-related intention, but the cited finding concerns playing, not purchase behaviour in online games. (LLM, conf=0.86)
Experimental — accuracy not yet measured
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
No references could be resolved yet.
Research works printed but not linked: 19
- Fornell C. Larcker D.F. Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics 1981 SAGE Publications Sage CA Los Angeles, CA
- Galluch P.S. Thatcher J.B. Slacking and the internet in the classroom: a preliminary investigation SIGHCI 2006 Proceedings 2006 12
- Harborth D. Pape S. Exploring the hype: investigating technology acceptance factors of Pokémon Go Paper Presented at the 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2017
- Hwang K. Lee E. The role of entertainment and external values in consumer's intention to use Social Network Mobile Int. Proc. Econ. Dev. Res. 63 2013 33
- Jum C.N. Psychometric Theory 1978 McGraw-Hill New York
- Li Y. Tan C.-H. Xu H. Teo H.-H. Open source software adoption: motivations of adopters and amotivations of non-adopters ACM SIGMIS Data Base DATABASE Adv. Inf. Syst. 42 2 2011 76 94
- Liu B. Zhou W. Zhu T. Gao L. Xiang Y. Location privacy and its applications: a systematic study IEEE Acc. 6 2018 17606 17624
- Maier C. Laumer S. Eckhardt A. Technology adoption by elderly people–an empirical analysis of adopters and non-adopters of social networking sites Theory-guided Modeling and Empiricism in Information Systems Research 2011 Springer 85 110
- Park B.-W. Lee K.C. An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach Cyberpsychol. Behav. Soc. Netw. 14 7-8 2011 453 459 21288134
- Sekaran U. Bougie R. Research Methods for Business: A Skill Building Approach 2016 John Wiley & Sons
- Serenko A. Turel O. Bontis N. User acceptance of hedonic information technologies: a perceived value perspective AMCIS 2007 Proceedings 2007 475
- Singh G. Kumar B. Gupta R. The role of consumer's innovativeness & perceived ease of use to engender adoption of digital wallets in India Paper Presented at the 2018 International Conference on Automation and Computational Engineering (ICACE) 2018
- Sun Y. Zhao Y. Jia S. Zheng D. Understanding the antecedents of mobile game addiction: the roles of perceived visibility, perceived enjoyment and flow Paper Presented at the Proceedings of the Pacific Asia Conference on Information Systems 2015
- Teng C.-I. Personality differences between online game players and nonplayers in a student sample Cyberpsychol. Behav. 11 2 2008 232 234 18422420
- Vasseur V. Innovation adopters: a new segmentation model–The cases of photovoltaic in The Netherlands Paper Presented at the World Sustainability Forum 2012, Online Conference 2012
- Wang P.A. Information security knowledge and behavior: an adapted model of technology acceptance Paper Presented at the 2010 2nd International Conference on Education Technology and Computer 2010
- Xu H. Teo H.-H. Tan B. Predicting the adoption of location-based services: the role of trust and perceived privacy risk ICIS 2005 Proceedings 2005 71
- Yee N. Motivations for play in online games Cyberpsychol. Behav. 9 6 2006 772 775 17201605
- Zhang J. Mao E. Management of location-based services innovation: insights from consumers Paper Presented at the 2013 Suzhou-Silicon Valley-Beijing International Innovation Conference 2013
Cited by
Sorted by citations
Zhang, Q., Wang, Y., & Ariffin, S. K. (2024) · PLoS ONE · doi:10.1371/journal.pone.0296339 · Cited by 50 · see citing works
- Authors
- Thongmak, M.
- Affiliations
- Thammasat University (TH)
- Corresponding author
- Thongmak, Mathupayas
- ORCID
- Thongmak, Mathupayas
- Venue
- Heliyon
- Publisher
- Elsevier BV
- Published
- 2020-12
- Volume
- 6
- Issue
- 12
- Pages
- e03895
- ISSN
- 2405-8440 (ISSN-L)
- PMC
- PMC7753125
- OpenAlex
- W3114777011
- Cited by
- 24
- References
- 0
- Citations by year
- 2026: 2 · 2025: 5 · 2024: 5 · 2023: 4 · 2022: 5 · 2021: 3
- FWCI
- 2.98
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Heliyon (publishedVersion, cc-by-nc-nd)
- PubMed Central (publishedVersion, cc-by-nc-nd)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- Pokémon Go, theory of consumption values, perceived value, intention to play, location-based games, game aesthetics, innovativeness, emotional value, functional value, social values, conditional value, technology adoption
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review