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  1. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A K M Najmul / Laine, Teemu H

    Telematics and informatics

    2020  Volume 54, Page(s) 101458

    Abstract: Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving ... in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments ... COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation ...

    Abstract Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.
    Language English
    Publishing date 2020-06-26
    Publishing country United States
    Document type Journal Article
    ISSN 1879-324X
    ISSN (online) 1879-324X
    DOI 10.1016/j.tele.2020.101458
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  2. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H

    Telematics and Informatics

    2020  Volume 54, Page(s) 101458

    Keywords Computer Networks and Communications ; Electrical and Electronic Engineering ; Communication ; Law ; covid19
    Language English
    Publisher Elsevier BV
    Publishing country us
    Document type Article ; Online
    ZDB-ID 2002678-X
    ISSN 0736-5853
    ISSN 0736-5853
    DOI 10.1016/j.tele.2020.101458
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  3. Article: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H

    Telematics Inf

    Abstract: Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving ... in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments ... COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation ...

    Abstract Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.
    Keywords covid19
    Publisher WHO
    Document type Article
    Note WHO #Covidence: #623961
    Database COVID19

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  4. Article ; Online: Did location-based games motivate players to socialize during COVID-19?

    Laato, Samuli / Islam, A.K.M. Najmul / Laine, Teemu H.

    2020  

    Abstract: Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving ... in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments ... COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation ...

    Abstract Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise. For investigating factors influencing intention to play LBGs socially during the on-going pandemic, we collected cross-sectional survey data (N = 855) from Finnish players of the most popular LBG, Pokémon GO. The results showed that perceived severity of the pandemic and a positive attitude towards both governmental measures and in-game changes for combatting COVID-19 predicted intention to reduce social playing. Fear of missing out and deficient self-regulation increased playing intensity, which in turn negatively correlated with the intention to reduce social playing. Our findings demonstrate the influence that LBGs can have on human behaviour even during global crises such as COVID-19. As such, LBGs can be considered a resource in designing interventions for influencing movement at a population level.

    Validerad;2020;Nivå 2;2020-10-08 (alebob)
    Keywords Location-based games ; Hybrid-reality games ; COVID-19 ; Pokémon GO ; Behaviour ; Pandemic ; Socialising ; Media and Communication Technology ; Medieteknik ; covid19
    Language English
    Publisher Luleå tekniska universitet, Datavetenskap
    Publishing country se
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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