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University of Jyväskylä
Pokémon GO functions as a potent behavior change support system, demonstrating that augmented reality gaming serves as a catalyst for multifaceted lifestyle modifications. By analyzing the experiences of 262 players, it becomes clear that the game extends well beyond its primary mechanics to influence physical activity, emotional regulation, and daily routines. The platform acts as both an intentional and unintentional driver of positive change, proving that digital environments can effectively foster healthy habits and personal development through gamified exploration.
The research identifies eight distinct categories of behavioral shifts, most notably highlighting the game’s role as a social catalyst. By lowering interpersonal barriers, the software functions as a social glue that facilitates interaction between strangers and encourages shared outdoor engagement. Beyond these social benefits, players report significant improvements in their mental wellbeing, utilizing the game as a tool for self-treatment and emotional expression. These findings underscore the capacity for location-based games to serve as extrinsic motivators that encourage users to interact more meaningfully with their physical surroundings.
Ultimately, the integration of persuasive design and social-spatial mechanics positions Pokémon GO as a model for future software development aimed at lifestyle improvement. The evidence suggests that developers can leverage these specific game mechanics to promote non-confrontational social engagement and sustained physical activity. By grounding these observations in established frameworks of persuasive software design and social-spatial gaming, the study confirms that digital games possess the structural potential to act as effective, scalable platforms for long-term behavioral modification across diverse user populations.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
International Journal of Serious Games · 2021