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Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience

Laato Samuli, Rauti Sampsa, Islam A.K.M. Najmul, Sutinen Erkki

dc.contributor.authorLaato Samuli, Rauti Sampsa, Islam A.K.M. Najmul, Sutinen Erkki
dc.date.accessioned2022-02-25T16:09:43Z
dc.date.available2022-02-25T16:09:43Z
dc.identifier.urihttps://www.utupub.fi/handle/10024/153418
dc.description.abstract<p><a href="https://www.sciencedirect.com/topics/computer-science/augmented-reality" title="Learn more about Augmented reality from ScienceDirect's AI-generated Topic Pages">Augmented reality</a> (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokémon GO (N = 515). Our findings show that nostalgic feelings about Pokémon increased imagining AR content in the real world. Surprisingly, using imagination in this way was a much stronger predictor of affection towards the fictional pokémon creatures than <a href="https://www.sciencedirect.com/topics/social-sciences/nostalgia" title="Learn more about nostalgia from ScienceDirect's AI-generated Topic Pages">nostalgia</a>. The affection towards the fictional creatures, in turn, increased the meaningfulness of playing. Regarding the social factors, community identification and social self-efficacy increased players' sense of meaningfulness of playing. As our study's main design implications, we highlight the importance of socially shared narratives and harnessing the players' imagination to support a sense of meaningfulness of playing.<br /></p>
dc.language.isoen
dc.publisherElsevier Ltd
dc.titleWhy playing augmented reality games feels meaningful to players? The roles of imagination and social experience
dc.identifier.urnURN:NBN:fi-fe2021042820911
dc.relation.volume121
dc.contributor.organizationtietotekniikan laitoksen yhteisetfi_FI
dc.contributor.organizationTietotekniikan laitoksen yhteiseten_GB
dc.contributor.organizationOhjelmistotekniikkaen_GB
dc.contributor.organizationohjelmistotekniikkafi_FI
dc.contributor.organizationopettajakoulutuslaitosfi_FI
dc.contributor.organizationDepartment of Teacher Educationen_GB
dc.contributor.organization-code2610300
dc.contributor.organization-code2604200
dc.contributor.organization-code2610302
dc.converis.publication-id53641574
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/53641574
dc.identifier.eissn1873-7692
dc.identifier.jour-issn0747-5632
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorIslam, Najmul
dc.okm.affiliatedauthorSutinen, Erkki
dc.okm.affiliatedauthorRauti, Sampsa
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline515 Psykologiafi_FI
dc.okm.discipline5141 Sociologyen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline5141 Sosiologiafi_FI
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeJournal article
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.articlenumber106816
dc.relation.doi10.1016/j.chb.2021.106816
dc.relation.ispartofjournalComputers in Human Behavior
dc.year.issued2021


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