Citation Export
DC Field | Value | Language |
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dc.contributor.author | Laato, Samuli | - |
dc.contributor.author | Islam, A. K.M.Najmul | - |
dc.contributor.author | Laine, Teemu H. | - |
dc.date.issued | 2022-01-01 | - |
dc.identifier.uri | https://dspace.ajou.ac.kr/dev/handle/2018.oak/31948 | - |
dc.description.abstract | Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players’ psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and personality traits, and psychological well-being and fatigue. We test our proposed structural model with Finnish Pokémon GO players (N = 855). The results show deficient self-regulation and fear of missing out to be positively associated with gaming fatigue. Engagement with cooperative and individual game mechanics had a positive relationship with well-being. Competitive game mechanics were found to have a positive relationship with both well-being and fatigue. Finally, the overall playing intensity had a strong relationship with well-being, but no association with fatigue. | - |
dc.language.iso | eng | - |
dc.publisher | Taylor and Francis Ltd. | - |
dc.subject.mesh | Deficient self-regulations | - |
dc.subject.mesh | Empirical studies | - |
dc.subject.mesh | Location based games | - |
dc.subject.mesh | Personality traits | - |
dc.subject.mesh | Psychological well-being | - |
dc.subject.mesh | Structural modeling | - |
dc.subject.mesh | Two-factor theories | - |
dc.subject.mesh | Urban environments | - |
dc.title | Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players | - |
dc.type | Article | - |
dc.citation.endPage | 1904 | - |
dc.citation.startPage | 1888 | - |
dc.citation.title | Behaviour and Information Technology | - |
dc.citation.volume | 41 | - |
dc.identifier.bibliographicCitation | Behaviour and Information Technology, Vol.41, pp.1888-1904 | - |
dc.identifier.doi | 10.1080/0144929x.2021.1905878 | - |
dc.identifier.scopusid | 2-s2.0-85103534629 | - |
dc.identifier.url | www.tandf.co.uk/journals/titles/0144929X.asp | - |
dc.subject.keyword | fatigue | - |
dc.subject.keyword | fear of missing out | - |
dc.subject.keyword | Location-based games | - |
dc.subject.keyword | pervasive games | - |
dc.subject.keyword | Pokémon GO | - |
dc.subject.keyword | well-being | - |
dc.description.isoa | true | - |
dc.subject.subarea | Developmental and Educational Psychology | - |
dc.subject.subarea | Arts and Humanities (miscellaneous) | - |
dc.subject.subarea | Social Sciences (all) | - |
dc.subject.subarea | Human-Computer Interaction | - |
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