Q2. What are the future works mentioned in the paper "Authors’ final manuscript accepted for publication in computers in human behavior, please cite as: rauschnabel, p.a., rossmann, a. & tom dieck, m.c. (2017). an adoption framework for mobile augmented reality games: the case of pokémon go, computers in human behavior. an adoption framework for mobile augmented reality games: the case of pokémon go" ?
Therefore, the factors driving general interest in these games ( i. e., whether people try these apps or not ) remain an avenue for further research. Further research is necessary to better understand its drivers. In addition, as the authors theorized, any game that is played outside can activate childhood associations and the ‘ rosy view ’.
Q3. What are the main factors that drive the behavior of gamers?
Findings show that in-app purchases are driven by flow, image, and social norms, while attitudes toward playing the game are not a driver of inapp purchases.
Q4. What are the main factors that drive user’s attitudes toward playing Pokémon Go?
The authors find that enjoyment (βH1=.52; p<.001), physical activity (βH2=.14; p<.01), flow (βH3a=.11; p<.01), nostalgia (βH4=.08; p<.01), and image (βH6a=.15; p<.01) all drive users’ attitudes toward playing Pokémon Go.
Q5. What is the effect of playing mobile AR games with friends?
People can also play mobile AR games with friends (Qin, Kim, Hus, & Tan, 2011); in turn, spending time with friends might foster stronger relationships.
Q6. What are the main reasons why AR is becoming a part of everyday life?
AR provides opportunities for various industries, including those that develop interactive and engrossing games (Javornik, 2016).
Q7. What is the relationship between privacy and the perception of a media?
Because a user’s perception of a media’s or technology’s privacy issues reduces its perceived trustworthiness, privacy concerns are linked to a psychological barrier of risk involving vulnerability (Barney & Hansen, 1994) and uncertainty (Lewis & Weigert, 1985), two antecedents that decrease the adoption of media and technology (Connolly & Bannister, 2007).
Q8. What is the rosy view of retro games?
While these retro games typically underperform newer games in terms of action, functionality, and graphics, they might particularly benefit from the rosy view.
Q9. What were the indirect effects of the variables that were found to be significant?
The indirect effects of those variables that were found to be significantly related (p<.05) to attitude were also significant and their 5% confidence intervals (5000 bootstrap re-samples) did not include zero.
Q10. What is the effect of the variables on the attitudes toward Pokémon Go?
As hypothesized, users’ attitudes toward using Pokémon Go (βH10a=.58; p<.001) are related to higher levels of continued use, in support of H10a.
Q11. Why did the authors choose Pokémon Go as the study context?
Go as the study context because it is one of the most prominent examples of mobile AR games, thus enabling us to survey a large sample of respondents.
Q12. What are the main reasons for the use of Pokémon Go?
A conceptual article by Keogh (2017) emphasizes the importance of Nostalgia as a success factor of Pokémon Go.While these studies provide interesting findings on the role of Pokémon Go, and AR games in general, some unanswered questions remain.
Q13. What are the two novel gratifications that have received limited attention in previous research?
This study addresses this call by investigating two novel gratifications that have received limited attention in prior research: physical activity and nostalgia.