"It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GO

要旨

Leveraging existing popular games such as Pokémon GO to promote health can engage people in healthy activities without sacrificing gaming appeal. However, little is known about what potential tensions arise from incorporating new health-related features to already existing and popular games and how to resolve those tensions from players' perspectives. In this paper, we identify design tensions surrounding the appeals of Pokémon GO, perspectives on different health needs, and mobile health technologies. By conducting surveys and design workshops with 20 avid Pokémon GO players, we demonstrate four design tensions: (1) diverse goals and rewards vs. data accuracy, (2) strong bonds between players and characters vs. gaming obsession, (3) collaborative play vs. social anxiety, and (4) connection of in-real-life experiences with the game vs. different individual contexts. We provide design implications to resolve these tensions in Pokémon GO and discuss how to extend our findings to the broader context of health promotion in location-based games.

キーワード
Pokémon GO
game design
health promotion
health-related game feature
design tension
location-based game
augmented reality game
著者
Yoojung Kim
Seoul National University, Seoul, Republic of Korea
Arpita Bhattacharya
University of Washington, Seattle, WA, USA
Julie A. Kientz
University of Washington, Seattle, WA, USA
Jin Ha Lee
University of Washington, Seattle, WA, USA
DOI

10.1145/3313831.3376830

論文URL

https://doi.org/10.1145/3313831.3376830

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Designing & theorising play

Paper session
313B O'AHU
5 件の発表
2020-04-28 01:00:00
2020-04-28 02:15:00
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