dc.contributor.author | Laato Samuli, Rauti Sampsa, Islam A.K.M. Najmul, Sutinen Erkki | |
dc.date.accessioned | 2022-02-25T16:09:43Z | |
dc.date.available | 2022-02-25T16:09:43Z | |
dc.identifier.uri | https://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.iso | en | |
dc.publisher | Elsevier Ltd | |
dc.title | Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience | |
dc.identifier.urn | URN:NBN:fi-fe2021042820911 | |
dc.relation.volume | 121 | |
dc.contributor.organization | tietotekniikan laitoksen yhteiset | fi_FI |
dc.contributor.organization | Tietotekniikan laitoksen yhteiset | en_GB |
dc.contributor.organization | Ohjelmistotekniikka | en_GB |
dc.contributor.organization | ohjelmistotekniikka | fi_FI |
dc.contributor.organization | opettajakoulutuslaitos | fi_FI |
dc.contributor.organization | Department of Teacher Education | en_GB |
dc.contributor.organization-code | 2610300 | |
dc.contributor.organization-code | 2604200 | |
dc.contributor.organization-code | 2610302 | |
dc.converis.publication-id | 53641574 | |
dc.converis.url | https://research.utu.fi/converis/portal/Publication/53641574 | |
dc.identifier.eissn | 1873-7692 | |
dc.identifier.jour-issn | 0747-5632 | |
dc.okm.affiliatedauthor | Laato, Samuli | |
dc.okm.affiliatedauthor | Islam, Najmul | |
dc.okm.affiliatedauthor | Sutinen, Erkki | |
dc.okm.affiliatedauthor | Rauti, Sampsa | |
dc.okm.discipline | 515 Psychology | en_GB |
dc.okm.discipline | 515 Psykologia | fi_FI |
dc.okm.discipline | 5141 Sociology | en_GB |
dc.okm.discipline | 113 Tietojenkäsittely ja informaatiotieteet | fi_FI |
dc.okm.discipline | 5141 Sosiologia | fi_FI |
dc.okm.discipline | 113 Computer and information sciences | en_GB |
dc.okm.internationalcopublication | not an international co-publication | |
dc.okm.internationality | International publication | |
dc.okm.type | Journal article | |
dc.publisher.country | United Kingdom | en_GB |
dc.publisher.country | Britannia | fi_FI |
dc.publisher.country-code | GB | |
dc.relation.articlenumber | 106816 | |
dc.relation.doi | 10.1016/j.chb.2021.106816 | |
dc.relation.ispartofjournal | Computers in Human Behavior | |
dc.year.issued | 2021 | |