

We desire to extend the prior literature by exploring pervasive games as BCSSs and uncovering insights about specific game features and their relation to behavior change types. This study uses a qualitative research approach given its usefulness in tapping into individuals’ real-life behaviors and exploring new areas of investigation. Our research question is: What kinds of pervasive game features drive different types of behavior change? We aim to address this research gap by focusing on the context of pervasive games because of their potential for inducing a wide range of behavior changes. However, we could not locate any studies that (1) explore the various behavior change types digital games enable or (2) identify the game features driving different types of behavior change. Literature on digital games and other potential behavior change support systems (BCSSs) has provided valuable first insights on the link between games and behavior change. This is in line with the recent notion of gamification, which refers to implementing game elements to human activities with the aim of motivating people to behave in favorable ways through more gameful and enjoyable user experiences. More specifically, digital games can offer new ways to motivate individuals to change their behavior for the better and play a part in combating contemporary problems such as a sedentary lifestyle and social isolation. The characteristics and popularity of digital games make them a strong potential platform for behavior change, or the modification of human activities and routines. This is the case especially of pervasive games, which refers to games played in physical locations. As individuals engage with digital games, they are receptive to potential changes in their behavior. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.ĭigital gaming has become one of the most popular forms of entertainment in the world. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes.Ĭonclusions: Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. Results: We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes.
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We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Methods: We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. Objective: This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. JMIR Bioinformatics and Biotechnology 16 articlesĮmail: Digital gaming is one of the most popular forms of entertainment in the world.JMIR Biomedical Engineering 59 articles.JMIR Perioperative Medicine 65 articles.Journal of Participatory Medicine 69 articles.JMIR Rehabilitation and Assistive Technologies 168 articles.JMIR Pediatrics and Parenting 224 articles.Interactive Journal of Medical Research 244 articles.JMIR Public Health and Surveillance 940 articles.Journal of Medical Internet Research 6775 articles.
