Conference Paper

Exploring the Hype: Investigating Technology Acceptance Factors of Pokémon Go

Authors:
  • Capgemini Invent
  • Continental Automotive Technologies GmbH
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Abstract

We investigate the technology acceptance factors of the AR smartphone game Pokémon Go with a PLS-SEM approach based on the UTAUT2 model by Venkatesh et al. [1]. Therefore, we conducted an online study in Germany with 683 users of the game. Many other studies rely on the users’ imagination of the application’s functionality or laboratory environments. In contrast, we asked a relatively large user base already interacting in the natural environment with the application. Not surprisingly, the strongest predictor of behavioral intention to play Pokémon Go is hedonic motivation, i.e. fun and pleasure due to playing the game. Additionaly, we find medium-sized effects of effort expectancy on behavioral intention, and of habit on behavioral intention and use behavior. These results imply that AR applications – besides needing to be easily integrable in the users’ daily life – should be designed in an intuitive and easily understandable way. We contribute to the understanding of the phenomenon of Pokémon Go by investigating established acceptance factors that potentially

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... Augmented Reality (AR) is a technology combining the physical world and virtual objects (Ghazali et al., 2019b, Rauschnabel et al., 2017, Harborth and Pape, 2017. It has the potential to become the next big computing platform (Rauschnabel et al., 2017). ...
... It has the potential to become the next big computing platform (Rauschnabel et al., 2017). Pokémon Go (PG) is one of ARGs and also a Location-Based Game (LBG), which is the most downloaded game app, the best mobile/ handheld game, and the best family game in 2016 (Ghazali et al., 2019b, Hsiao et al., 2019, Harborth and Pape, 2017, Hamari et al., 2019, Liu et al., 2018. The interest of AR mobile games, after the first step towards AR of Pokémon Go, leads to the release of other mobile location-based AR games (Ghazali et al., 2019b, Harborth andPape, 2017). ...
... Pokémon Go (PG) is one of ARGs and also a Location-Based Game (LBG), which is the most downloaded game app, the best mobile/ handheld game, and the best family game in 2016 (Ghazali et al., 2019b, Hsiao et al., 2019, Harborth and Pape, 2017, Hamari et al., 2019, Liu et al., 2018. The interest of AR mobile games, after the first step towards AR of Pokémon Go, leads to the release of other mobile location-based AR games (Ghazali et al., 2019b, Harborth andPape, 2017). ...
Conference Paper
The purpose of this work is to adapt the Expectation Confirmation Theory (ECT)/ Expectation Confirmation Model (ECM) and the Theory of Consumption Value (TCV) to explore antecedents and consequences of Pokémon Go gamers’ continuance intention. A total of 259 players in Thailand completed an online questionnaire. A Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM) approaches were employed to test a measurement model and a structural model. The results confirmed that the ECT/ ECM and the TCV were efficient to explain players’ continuance intention. Findings guide not only game marketers but also game providers and game developers in improving the game design and game marketing strategies.
... With regard to the context of this study, the importance of perceived ease-of-use becomes a primary concern because implementing AR applications is a difficult issue to manage seamlessly. However, contemporary research has been inconsistent regarding the role of perceived ease-of-use in the adoption of mobile AR games [11,19], leaving a research gap to be addressed. Second, one of the most prominent issues is that the adoption of many technologies and media has been associated with societal controversies, especially as a result of the inclusion of AR technologies in mobile games, causing negative social consequences that lead to social non-acceptance by society [6,12,13]. ...
... With regard to the context of this study, an imperial study investigated the factors driving people to play mobile AR games, it was concluded that perceived ease-of-use was an important determinant in predicting behavioral intention to adopt mobile AR games [19]. Another study conducted to explore the technology acceptance factors of Pokémon Go reported the same findings [11]. Based on earlier findings, the following hypothesis is suggested. ...
... These results are in harmony with earlier studies conducted in the acceptance of AR applications [39,85]. Also, these findings are consistent with earlier empirical studies that examined factors driving the behavioral intention to adopt mobile AR games [11,19]. The results show that users will be extremely motivated to accept mobile AR games if they perceive it as easy to play. ...
Article
Full-text available
Augmented reality (AR) has become a promising technology in the gaming industry. However, few research studies have examined users' perspectives towards mobile AR games. To address this issue, the present study proposed a research model to better understand the factors determining and shaping users' behavioral intention to adopt mobile AR games from a developing country environment. Based on a literature review, nine factors have been expected to determine and shape individuals' intention towards the acceptance and adoption of mobile AR games. Using WarpPLS software, the model was empirically tested with a survey of 240 non-adopter respondents collected via an online survey questionnaire. The model was found statistically robust in terms of measurement quality criteria: reliability, validity, multicollinearity, and goodness of fit. The analysis revealed that perceived ease-of-use, social norms, privacy, perceived enjoyment, perceived competition, perceived inspiration, perceived image, and perceived innovativeness affect users' behavioral intention to adopt mobile AR games. However, the hypothesized moderating impact of perceived physical risk on the relationships connecting perceived ease-of-use, perceived enjoyment, perceived competition, and perceived inspiration with the intention to adopt was found to have little statistical significance. The result showed that perceived innovativeness was the strongest criterion to affect intention, and perceived ease-of-use was found to be the least important criterion in impacting users' intention. Interestingly, the model explains 76% of the variance in behavioral intention to adopt mobile AR games. This study offers theoretical and practical implications for its findings.
... With regard to the context of this study, the importance of perceived ease-of-use becomes a primary concern because implementing AR applications is a difficult issue to manage seamlessly. However, contemporary research has been inconsistent regarding the role of perceived ease-of-use in the adoption of mobile AR games [11,19], leaving a research gap to be addressed. Second, one of the most prominent issues is that the adoption of many technologies and media has been associated with societal controversies, especially as a result of the inclusion of AR technologies in mobile games, causing negative social consequences that lead to social non-acceptance by society [6,12,13]. ...
... With regard to the context of this study, an imperial study investigated the factors driving people to play mobile AR games, it was concluded that perceived ease-of-use was an important determinant in predicting behavioral intention to adopt mobile AR games [19]. Another study conducted to explore the technology acceptance factors of Pokémon Go reported the same findings [11]. Based on earlier findings, the following hypothesis is suggested. ...
... These results are in harmony with earlier studies conducted in the acceptance of AR applications [39,85]. Also, these findings are consistent with earlier empirical studies that examined factors driving the behavioral intention to adopt mobile AR games [11,19]. The results show that users will be extremely motivated to accept mobile AR games if they perceive it as easy to play. ...
... With regard to the context of this study, the importance of perceived ease-of-use becomes a primary concern because implementing AR applications is a difficult issue to manage seamlessly. However, contemporary research has been inconsistent regarding the role of perceived ease-of-use in the adoption of mobile AR games [11,19], leaving a research gap to be addressed. Second, one of the most prominent issues is that the adoption of many technologies and media has been associated with societal controversies, especially as a result of the inclusion of AR technologies in mobile games, causing negative social consequences that lead to social non-acceptance by society [6,12,13]. ...
... With regard to the context of this study, an imperial study investigated the factors driving people to play mobile AR games, it was concluded that perceived ease-of-use was an important determinant in predicting behavioral intention to adopt mobile AR games [19]. Another study conducted to explore the technology acceptance factors of Pokémon Go reported the same findings [11]. Based on earlier findings, the following hypothesis is suggested. ...
... These results are in harmony with earlier studies conducted in the acceptance of AR applications [39,85]. Also, these findings are consistent with earlier empirical studies that examined factors driving the behavioral intention to adopt mobile AR games [11,19]. The results show that users will be extremely motivated to accept mobile AR games if they perceive it as easy to play. ...
Article
Full-text available
Augmented reality (AR) has gained increased recognition in varying fields, in particular educational contexts. In the wake of the Covid-19 pandemic, home-based learning becomes a reality and is already in place across the globe, and learning via augmented reality technology will help learners comprehend learning content in a more creative frame of mind than ever before. Very little research has examined the adoption behavior of augmented reality in developing country perspectives. Therefore, there is a pressing necessity to understand the dynamics of augmented reality adoption for the benefit of motivating and inspiring students to adopt this highly innovative and impactful type of technology in the learning process. Against this background, the authors proposed and tested a model based on integrating Task-Technology Fit (TTF) and UTUAT2 theories. The results reveal the positive effect of task technology fit, performance expectancy, effort expectancy, social influence, facilitating condition, and hedonic motivation on behavioral intention (BI) in the adoption process of augmented reality in educational settings, where price value is found to exert little influence on behavioral intention. This model explains 49% of the variance in intentional behavior to adopt AR technology in the educational context. The conclusions of this study will add to the literature more informative knowledge leading to increased awareness of the dynamics and behaviors of AR adoption in a developing country perspective. We present and discuss the theoretical contributions and practical implications of our findings.
... Social norms are highly influential in the acceptance of very innovative products and services (Jin, 2014;García-Milon et al., 2019). In gamification services, social influence has been proven to play a role in online games (Harborth & Pape, 2017), educational contexts (Alshare, El-Masri, & Lane, 2015) and online banking (Baptista & y Oliveira, 2017). All serious games generate specific psychological-social effects in the players (Sailer, Hense, Mayr & Mandl, 2017), such that social norms influence both gaming behavior and the intention to use the game for learning. ...
... Other people's opinions about the use of serious games as a training method were also found to be a relevant variable. Social Influence affected acceptance, as found in previous studies on gamification (Alshare et al., 2015;Baptista & y Oliveira, 2017;Harborth & Pape, 2017). Sailer et al. (2017) underlined the psychological and social effects that emerge when people interact while playing. ...
... Third, previous research has demonstrated the potential importance of other people's opinions (social influence) for acceptance of gamification (e.g., Harborth & Pape, 2017;Mekler et al., 2017), teaching innovations (Baptista & y Oliveira, 2017), and even, specifically, the intention to use LSP (DeSmet et al., 2014;Hanus & Fox, 2014;Mekler et al., 2017). In contrast, other studies have found that social norms may not influence the acceptance of teaching innovations (Boubker, Arroud, & Ouajdouni, 2021). ...
Article
Training is a key resource for fostering knowledge as a competitive asset. As in other fields, in learning, innovation emerges with disruptive methods such as gamification. Serious games are a proven efficient training method based on the incorporation of traditional elements of games, such as entertainment, into learning. But as with any other innovation, people must be willing to use the new method. The use of even a proven serious game will not have any positive effect if students do not accept it. It is thus essential to analyze the intention to use serious games in management training contexts. This research uses an adapted CAN (Cognitive-Affective-Normative) model to explore the intention to use a serious game – Lego© Serious Play© – in a sample of higher-education students in their capacity as future professionals. The results show that the most critical factor influencing the intention to use serious games is expected learning performance. The proposed model opens a new methodology for studying the behavioral intention to use other innovative management-training methods and to enrich the deployment of serious game training strategies in management education.
... AR systems integrate real and virtual objects into real environments and run them interactively. Examples of AR applications are navigation and projection-based AR on smartphones (Harborth and Pape, 2017). New markets could be created and existing markets could be disrupted by these technologies, including the mobile game industry (Rauschnabel et al., 2017). ...
... Research interests in AR 1 have grown in the past, but not many studies investigate why and how consumers play location-based AR games (Rauschnabel et al., 2017). Only a little research has explored technology acceptance factors of Pok emon Go (Harborth and Pape, 2017). ...
... Although there is some research investigating AR, most studies have sample bias towards young males with a high level of education (Harborth and Pape, 2017). The theme 'non-adoption ' has not yet been examined extensively (Maier et al., 2011). ...
Article
Full-text available
This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-players and 259 PG players) was collected and analysed. Game aesthetics increase all perceived values of both groups. Game aesthetics and innovativeness have no direct impact on gamers' intention to play. Emotional value and functional value are crucial for their behavioural intention. Social value is important for non-players, while conditional value influences players' intentions. This study contributes to the expansion of the TCV in mobile location-based AR game adoption and reveals the insights of players' and non-players’ value perceptions. It is one of the first studies investigating the TCV factors, antecedents, and consequence in the mobile AR game literature.
... Others examined the spatial and visual components of AR, specifically looking at how it could alter and complicate people's perception of space and place (Graham et al., 2013;Liao & Humphreys, 2015;Sheller, 2013). Recently, business-focused research has studied headworn devices such as Google Glass (Harborth & Pape, 2017;Rauschnabel, Brem, & Ivens, 2015) and has shown a renewed interest in AR location-based gaming such as Pokémon GO (Colley et al., 2017;Hjorth & Richardson, 2017;Kari, 2016). ...
... Other statistics about user demographics, attitudes, and personality traits have come from large-scale surveys, particularly about games and apps such as Pokémon GO (Colley et al., 2017;Tabacchi et al., 2017). In terms of adoption, several researchers have explicitly taken technology adoption frameworks to examine the role of personality and social conformity in predicting behavioral intention to adopt AR (Harborth & Pape, 2017;Rauschnabel et al., 2015). As major technology companies release hardware that enables consumer AR applications, more work is necessary to understand the relationship between users and adoption of AR devices/applications. Continuing to understand individual differences amongst AR users is an area for future studies. ...
... Understanding nonusers, active resisters, and former users of AR is also important. Despite the substantial hype surrounding Google Glass, research into user perceptions of the device did not ultimately lead to adoption (Harborth & Pape, 2017). Another phenomenon that is understudied across media and technology has been that of users who leave/limit/quit certain technology (Baumer et al., 2013;Brubaker, Ananny, & Crawford, 2016). ...
Article
As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.
... Hasil penelitian yang dilakukan oleh Harnadi (2017), Ibrahim et al. (2017), serta Baabdullah (2018) menunjukkan bahwa ada pengaruh yang signifikan antara performance expectancy dengan behavioral intention seseorang ketika bermain video maupun mobile game. Pada hasil penelitian sebelumnya, Effort expectancy juga ditemukan memiliki pengaruh terhadap behavioral intention (Harnadi, 2017;Baabdullah, 2018;Harboth dan Pape, 2017). Hasil penelitian yang dilakukan oleh Harnadi (2017), Chen et al. (2016), dan Hookroh dan Green (2019) menemukan adanya pengaruh social inlfluence terhadap behavioral intention. ...
... Apabila suatu game terlalu sulit atau terlalu mudah untuk target pasar yang dituju, maka kemungkinannya untuk menarik minat pasar sangatlah kecil. Selain itu, game juga harus mudah untuk dipahami dan dipelajari cara memainkannya (Harnadi, 2017;Baabdullah, 2018;Harboth dan Pape, 2017;Baron, 2012) ...
Article
Full-text available
The study aims to construct findings of impact between the flow experience, perceived enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions toward the behavioral intention of Kota Kita mobile game players. For this study we applies a quantitative research methodology with non-probability sampling techniques. Using number of samples as many as 100 people of Kota Kita mobile game players in Indonesia. This study also employs descriptive analysis techniques and multiple linear regression for analysis purpose.The partial hypothesis test results show there is no significant effect between flow experience, performance expectancy, and effort expectancy on behavioral intention. Meanwhile, there is a significant effect between perceived enjoyment, social influence, and facilitating conditions toward behavioral intention on Kota Kita players. Furthermore, based on the results of the f test show that simultaneously, there is an effect between flow experience, perceived enjoyment, performance expectancy, effort expectancy, social influence, and facilitating conditions toward behavioral intention on Kota Kita players.
... Each paper is visualized as exemplarily shown in Figure 3. The blue node in the center represents the publication by Harborth and Pape (2017), with the citation as the display name. The publication node also holds the DOI and a UUID as attributes. ...
... Only one author (Philipp A. Rauschnabel) is part of six publications (Hinsch et al., 2020;Rauschnabel et al., 2015Rauschnabel et al., , 2017Rauschnabel et al., , 2018Rauschnabel et al., , 2019tom Dieck et al., 2018). In four publications, David Harborth cooperated with Sebastian Pape (Harborth & Pape, 2017, 2019. Tseng-Lung Huang published three papers (Huang, 2019(Huang, , 2021Huang & Liu, 2021) and 21 authors have two publications. ...
Conference Paper
The paper explores how scholars apply causal modeling to gain an understanding of augmented reality as innovative technology and its potential for application. To do so, we conducted a structured literature review and applied a graph database-driven approach to analyze how scholars research augmented reality. Such an approach enables in-depth analysis of the body of knowledge that is not accessible in traditional ways of exploring literature. The results help to understand where we as a community stand and how directions for future research can help reshape the understanding of augmented reality and its application.
... Augmented reality in education has its use cases as well, primarily for supporting and enhancing a variety of pedagogical approaches [7] and provide alternative learning environments [8]. Gaming is also a popular domain for AR technology as shown by the huge success of Pokemon Go [9]. ...
... The captured image must be used as a skybox 8 . Next, the virtual scene can be assembled where objects must have physically-based shaders [43] and reflection probes placed 9 . The illusion of having the physical environment blending seamlessly to the virtual scene becomes possible because of this technique. ...
... While outdoor location-based AR games are not a new concept, Pokémon Go is among the very few commercialized examples that have enjoyed global success. The studies presented in [21,22] shed some light on different aspects of social acceptance, which is a largely unexplored yet important topic within AR research. ...
... Different application purposes impose varied precision and accuracy requirements on AR systems being developed. For instance, AR for displaying name labels of landmarks [29], visualizing location-based historical content [20] or rendering creatures for players to interact with [21,22] does not require the virtual content to be perfectly aligned with associated real world objects. On the other hand, stakeholders would be more interested in system inherent errors if AR tools are involved in revealing models of underground utilities related to a street for surveying [14] or measuring discrepancy between as-built and as-planned construction components [38]. ...
Article
Full-text available
Comprehensive user evaluations of outdoor augmented reality (AR) applications in the architecture, engineering, construction and facilities management (AEC/FM) industry are rarely reported in the literature. This paper presents an AR prototype system for infrared thermographic façade inspection and its evaluation. The system employs markerless tracking based on image registration using natural features and a third person perspective (TPP) augmented view displayed on a hand-held smart device. We focus on evaluating the system in user experiments with the task of designating positions of heat spots on an actual façade as if acquired through thermographic inspection. User and system performance were both assessed with respect to target designation errors. The main findings of this study show that positioning accuracy using this system is adequate for objects of the size of one decimeter. After ruling out the system inherent errors, which mainly stem from our application-specific image registration procedure, we find that errors due to a human’s limited visual-motoric and cognitive performance, which have a more general implication for using TPP AR for target designation, are only a few centimeters.
... Entertainment and gaming is also a huge application domain for AR technology as we saw from the success of Pokémon Go [50]. Although there were a few papers introducing or specifically targeting game applications for the second decade of ISMAR publications, we could not find highly cited papers among them. ...
... Another example is the paper by Bruder et al. [21], who evaluated and manipulated motion perception in AR. The social and cultural aspects of AR can be understood through studies such as the work of Harborth and Pape [50] who collected feedback about AR from 683 Pokémon Go users. There could be a lot more research in this area in the future. ...
Article
Full-text available
In 2008, Zhou et al. presented a survey paper summarizing the previous ten years of ISMAR publications, which provided invaluable insights into the research challenges and trends associated with that time period. Ten years later, we review the research that has been presented at ISMAR conferences since the survey of Zhou et al., at a time when both academia and the AR industry are enjoying dramatic technological changes. Here we consider the research results and trends of the last decade of ISMAR by carefully reviewing the ISMAR publications from the period of 2008–2017, in the context of the first ten years. The numbers of papers for different research topics and their impacts by citations were analyzed while reviewing them-which reveals that there is a sharp increase in AR evaluation and rendering research. Based on this review we offer some observations related to potential future research areas or trends, which could be helpful to AR researchers and industry members looking ahead.
... Table 1 presents summary statistics for this data set. Further information with regard to the demographics can be found in the paper by Harborth and Pape [22]. ...
... Reply: We shortened this paragraph according to your suggestions, especially the privacy definitions. Potential privacy risks are already discussed in the Introduction, whereas the literature on this topic is relatively sparse [22]. ...
Chapter
We investigate privacy concerns and the privacy behavior of users of the AR smartphone game Pokémon Go. Pokémon Go accesses several functionalities of the smartphone and, in turn, collects a plethora of data of its users. For assessing the privacy concerns, we conduct an online study in Germany with 683 users of the game. The results indicate that the majority of the active players are concerned about the privacy practices of companies. This result hints towards the existence of a cognitive dissonance, i.e. the privacy paradox. Since this result is common in the privacy literature, we complement the first study with a second one with 199 users, which aims to assess the behavior of users with regard to which measures they undertake for protecting their privacy. The results are highly mixed and dependent on the measure, i.e. relatively many participants use privacy-preserving measures when interacting with their smartphone. This implies that many users know about risks and might take actions to protect their privacy, but deliberately trade-off their information privacy for the utility generated by playing the game.
... Table 1 presents summary statistics for this data set. Further information with regard to the demographics can be found in the paper by Harborth and Pape [22]. ...
... Reply: We shortened this paragraph according to your suggestions, especially the privacy definitions. Potential privacy risks are already discussed in the Introduction, whereas the literature on this topic is relatively sparse [22]. ...
Conference Paper
We investigate privacy concerns and the privacy behavior of users of the AR smartphone game Pokémon Go. Pokémon Go accesses several functionalities of the smartphone and, in turn, collects a plethora of data of its users. For assessing the privacy concerns, we conduct an online study in Germany with 683 users of the game. The results indicate that the majority of the active players are concerned about the privacy practices of companies. This result hints towards the existence of a cognitive dissonance, i.e. the privacy paradox. Since this result is common in the privacy literature, we complement the first study with a second one with 199 users, which aims to assess the behavior of users with regard to which measures they undertake for protecting their privacy. The results are highly mixed and dependent on the measure, i.e. relatively many participants use privacy-preserving measures when interacting with their smartphone. This implies that many users know about risks and might take actions to protect their privacy, but deliberately trade-off their information privacy for the utility generated by playing the game.
... For example, Vel et al. (2015) stated that providing entertaining content for customers rather than traditional brand informative advertisements increases participation. Harborth & Pape (2017) concluded that the strongest predictor of behavioral intention for 683 Pokemon Go players in Germany was hedonic motivation, that is, fun and pleasure resulting from playing the game. Studies conducted in different regions and times, with different points of AR development, produce different results. ...
Article
Full-text available
Augmented reality (AR) refers to the integration of the real world with digital information. This article studies the relationship between consumer involvement in AR applications, in the context of phygital marketing communications, and consumer purchasing decision involvement. Online surveys were conducted with 420 retail customers using the purposeful sampling method, a non-probability sampling type. In the analysis of the data, descriptive statistics, correlation analysis and multiple linear regression analysis were performed using a statistical package program. We found that there is a moderate and significant relationship between the “perception towards the brand” independent variable, which is a sub-dimension of consumer involvement in AR applications, and the purchasing decision involvement dependent variable (r = 0.538; P = 0). On the other hand, we found no significant relationship between the “hedonic value” independent variable, also a sub-dimension of consumer involvement in AR applications, and the purchasing decision involvement dependent variable (P > 0.05). Keywords: Phygital marketing, Augmented reality, Consumer involvement, Purchasing decision involvement
... According to a study (Harborth & Pape, 2017) on the acceptance of the Pokémon Go game (one of the most popular and successful augmented reality games), the key aspect of the game that contributed to its popularity was its usability, ability to become ingrained in users' daily lives, and intrinsic motivation. Although, social influence doesn't seem to affect users' willingness to play the game. ...
Chapter
As technology evolves and it is utilized by a large scale of young people, it is worthwhile to include it into educational settings. The general population has lately started to make use of a technology called augmented reality (also known as AR), which appears to be a technology of the future. Therefore, it would be beneficial to research its effectiveness in education. Some studies about examining augmented reality applications in education have already been conducted and appear to be effective. Nevertheless, additional research is required in this field. As little is known about the combination of augmented reality and gamification in education, it would be also useful to investigate its educational applications by adding game elements. The aim of this doctoral dissertation, which is described in this paper, is to study the possible benefits that augmented reality may have in the field of education by including gaming features. Through it, it is also aimed to enhance the claims of current literature and investigate methods and issues for which little or no research exists.
... All items for the German questionnaire had to be translated into German since all of the constructs are adapted from the English literature [26,27]. To ensure content validity of the translation, we followed a rigorous translation process [23,24]. First, we translated the English questionnaire into German with the help of a certified translator (translators are standardized following the DIN EN 15038 norm). ...
Chapter
Full-text available
This chapter provides information about acceptance factors of privacy-enhancing technologies (PETs) based on our research why users are using Tor and JonDonym, respectively. For that purpose, we surveyed 124 Tor users (Harborth and Pape 2020) and 142 JonDonym users (Harborth Pape 2020) and did a quantitative evaluation (PLS-SEM) on different user acceptance factors. We investigated trust in the PET and perceived anonymity (Harborth et al. 2021; Harborth et al. 2020; Harborth and Pape 2018), privacy concerns, and risk and trust beliefs (Harborth and Pape 2019) based on Internet Users Information Privacy Concerns (IUIPC) and privacy literacy (Harborth and Pape 2020). The result was that trust in the PET seems to be the major driver. Furthermore, we investigated the users’ willingness to pay or donate for/to the service (Harborth et al. 2019). In this case, risk propensity and the frequency of perceived improper invasions of users’ privacy were relevant factors besides trust in the PET. While these results were new in terms of the application of acceptance factors to PETs, none of the identified factors was surprising. To identify new factors and learn about differences in users’ perceptions between the two PETs, we also did a qualitative analysis of the questions if users have any concerns about using the PET, when they would be willing to pay or donate, which features they would like to have and why they would (not) recommend the PET (Harborth et al. 2021; Harborth et al. 2020). To also investigate the perspective of companies, we additionally interviewed 12 experts and managers dealing with privacy and PETs in their daily business and identified incentives and hindrances to implement PETs from a business perspective (Harborth et al. 2018).
... The severity of privacy and cyber threats of these apps is far more concerning than traditional mobile apps; hence, there is a need to increase user awareness and take precautions [43]. An example of an AR mobile app game that was downloaded and played all over the world by hundreds of millions of users is Pokémon Go [44]. The privacy policy of this game informs the users that contact list, email, location, and other personal information will be accessed by the game. ...
Article
Full-text available
The main aim of this research is to gain understanding of the motives and factors that influence users’ willingness to share personal information, particularly in the realm of augmented reality (AR) apps. Within this context, we also examined the hot–cold empathy gap, i.e., the difference between how people estimate their reactions if faced with a particular situation (cold) to how they act when they are in such a situation (hot). Four experiments were executed to examine the research questions. The Amazon Mechanical Turk (AMT) crowdsourcing platform was used to recruit participants from all around the world. An experimental method was used to address a number of research questions. In order to avoid a carry-over effect, a different group of participants was recruited for each question researched. The research focused on participants over the age of 18, from different countries with various backgrounds. The various experiments mimic real life scenarios. Findings show that AR app users are willing to grant access to certain types of information but are prone to refuse access to highly invasive personal information. The order of requests presented to users to grant access to their personal information is significant. In addition, we found a correlation between the time gaps between access requests and the willingness of users to grant access. Finally, we found that users underestimate their own willingness to share their private information when they are asked a hypothetical question about it.
... The model was also used for different target groups, such as tourists, end consumers or students in various technological contexts (Tamilmani et al. 2019;Tamilmani et al. 2018). UTAUT2 is also used in new technologies such as mobile banking or augmented reality to measure acceptance and was able to achieve comparatively similar values for the explanatory variance concerning the intended use, as in the initial study by (Chaouali et al. 2016;Harborth and Pape 2017). However, many studies forego usage behavior in new technologies and are limited only to the intended use (Tamilmani et al. 2019). ...
Thesis
When Alan Turing formulated the Turing test in 1950, he certainly would not have thought that 70 years later, new trends and technology would change the way we experience our everyday life. Digital Voice Assistants are rapidly conquering the market and offering consumers simple, voice-based usability. Companies from various industries, such as the retail or the health sector, have recognized their potential and are already offering services digitally with the support of Digital Voice Assistants. It is only a matter of time that voice assistant will soon, at least to a certain extent, find their way into consumers' everyday lives. Against this background, the present thesis offers a good basis for better assessing the acceptance of Digital Voice Assistants and dealing more precisely with the influencing factors among the age cohorts - Millennials and older people. Three surveys of Millennials and one of older people were nearly examined under investigation of carefully selected technology acceptance models – the modified TAM and the modified UTAUT2. Those two models have proven to be reliable theories for testing the acceptance of new media. When analyzing the predictors among Millennials, Pastime is the most important aspect that influences the acceptance of Digital Voice Assistants. Moreover, Enjoyment, Image, Expediency, and Social Influence also positively impact the intention to use the system. Nonetheless, privacy concerns and the fear of being intercepted negatively affect Millennials' acceptance and the use of such new technologies. Within the second investigated group – older people, Performance Expectancy, Facilitating Conditions and Hedonic Motivation have the strongest influence on the acceptance of Digital Voice Assistants. Although, it should be noted that there are noticeable differences between individuals aged 55 to 64 years and those beyond the age of 65 years. The qualitative analysis shows that Digital Voice Assistants are very helpful while quickly looking for short information, navigating a car, traveling, or using a mobile phone, especially when manual input is impossible. People in both target groups mainly use their Digital Voice Assistants for time-saving and increase their image among friends and family, who strongly influence their decisions and behavior. Many users, especially those older ones, turn to Digital Voice Assistants when they feel lonely and need a conversation with somebody. Future studies should examine further age cohorts in different countries. A specific subdivision of older people will also be recommended. Another interesting aspect, which will certainly provide meaningful findings, is to examine differences between Behavioral Intention to Use and different education levels.
... For example, Söbke et al. (2017) were able to find out from the example of the AR game Ingress that the adaptation of the game to the user's abilities or the possibilities for social interaction plays a vital role for the user acceptance. Especially concerning the intuitive design and the ease of interaction between humans and the AR system, we want to gain insights into the design of industrial assistance systems, e.g., from the study of Harborth and Pape (2017), on user acceptance of Pokémon Go. In this context, incorporating gamification elements is also promising, as they can increase user acceptance of AR applications, as described in Section 2.1. ...
Article
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In the industrial work context, Augmented Reality (AR) can support work processes and employees’ cognitive relief through the location-specific and context-related superimposition of real objects with virtual information. The AR-based support of industrial work processes ranges over product development, manufacturing, assembly, maintenance, and training. In all these areas, numerous location-based AR support functions are being prototypically implemented, aiming to improve work efficiency, communication in mobile work situations, or employee qualification in the work process. In contrast to the increasing number of developed AR solutions in recent years, there is no widespread use of these solutions in industrial practice. AR systems’ successful introduction is closely related to user acceptance, which has not been comprehensively considered over the system development process. In addition to improving AR hardware ergonomic features, usability or user interface design play an essential role in user acceptance. Particularly in the context of employee qualification, increasing employee engagement can be named as a success factor. Previous user studies of industrial AR systems only include individual user acceptance aspects. The use of game elements has not been widely addressed in connection with manual tasks in production environments, including AR-based assistance systems. This paper aims to examine user acceptance of industrial AR systems and the relevant factors for investigating user acceptance, e.g., ease of use or enjoyment, based on a systematic literature review. An analysis of existing review articles on industrial AR systems elaborates the current state of the art and identifies the research gap. This review of 109 scientific articles from 2011 to 2020 provides an overview of the current state of research on the inclusion of user acceptance in industrial AR systems. The identified papers from the scientific databases, Scopus, Web of Science, IEEE Xplore Digital Library, ACM Digital Library, and Science Direct, are evaluated for their relevance and selected for further analysis based on inclusion and exclusion criteria, e.g., year of publication. This review presents the current challenges regarding user acceptance of industrial AR systems and future possibilities for the comprehensive integration of user acceptance factors into the development, evaluation, and implementation process.
... This study's empirical findings suggest that Performance Expectancy is the crucial factor for consumers to adopt AR for apparel shopping. In other words, different from other applications of AR, i.e., mobile games (Harborth & Pape, 2017;Ramírez-Correa et al., 2019), effectiveness and usefulness are the key motives driving consumer intention to use AR for apparel shopping purposes. Moreover, different from extant mobile commerce research (Kiseol & Forney, 2013;Shaw & Sergueeva, 2019;Tak & Panwar, 2017), this study data suggests that Hedonic Motivation plays no significant role in the consumer intention to use AR for mobile apparel shopping purposes. ...
Article
Some online retailers flourished during the COVID-19 pandemic time. Apparel retailers face the dilemma of how to adapt a considerable part of their businesses to mobile commerce. Augmented Reality (AR) applications offer the capability to try clothing and footwear items virtually. We address critical factors for consumers to adopt AR to shop apparel in general and footwear in particular. Based on a real-life pilot, we present six Research Propositions that can be addressed in future research and introduce a novel approach to evaluate the UTAUT2 constructs that result in a new way to view Habit and Price Value often ignored in extant research.
... About half of the articles in our literature review investigate how the player's motivation and motives affect the attitude towards playing Pokémon Go and stopping to play the game. The motivation and motives for playing Pokémon Go include recreation and nostalgia motives [74]; enjoyment, physical activity, flow, nostalgia and social image [54,55,70,75]; having fun and getting exercise [37,52]; being social, experience immersion and experience achievement [61,76]; being fans of Pokémon (previous games or anime), enjoy collecting Pokémon, excuse to get exercise, and being curious and social [34,56,77]; comparing Pokédex with others, being a habit and attending special events [35]; health motivation operates in parallel with motives for gaming [43]; winning battles and catching Pokémon [3]; catching all Pokémon and reaching high levels [46,53]; previous exposure to Pokémon and social pressure [62]; spending time together and motivation to go outdoors [45]; recognition, ease of use, flow and competition [63,78]; gratification [79]; invitation from friends, family or social connections [64]; and personal needs, social needs, and recreation [65,80]. The reason people played less or stopped playing Pokémon Go was found to be that they caught all Pokémon, that the game required much physical activity, and the game consumed too much time and energy [56,75]; it was cumbersome to reach new levels, too high battery consumption, being less fun, having less time and technical malfunctions [35]; and boredom [45,80]. ...
Article
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Pokémon Go is one of the most successful mobile games of all time and has motivated its users to become physically active, socialize, and spend more time outdoors. There have been published some systematic literature reviews related to Pokémon Go, but few address health effects beyond the physical health of playing the game. This paper presents the results from a systematic literature review on how the game affects physical, mental, and social health and the players’ motivation for starting, keep on, and stop playing the game. The literature review identified fifty-nine studies related to the topic, which were accepted according to the inclusion and exclusion criteria and the critical appraisal. The main conclusion is that Pokémon Go has an apparent positive effect on its player’s physical, mental, and social health, although this effect only lasts as long as the player plays the game. Further, the motivation and motives for playing the game include having a fun and immersive experience, getting physical exercise, social reasons, and nostalgia related to the Pokémon universe. The reasons for why people stopped playing the game included technical challenges, slow progress in the game that required more effort increasingly, and lack of variation and content.
... To account for this possibility, we include the notion of the privacy calculus in our model by adding a variable reflecting benefits of playing Pokémon Go. Perceived enjoyment reflects the fun players have when playing the game and prior research in the context of Pokémon Go shows that it has a significant effect on intentions to play the game [47]. We hypothesize: 5. Perceived enjoyment (PE) has a positive effect on the use behavior of Pokémon Go (USE). ...
Article
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Pokémon Go is one of the most successful mobile games of all time. Millions played and still play this mobile augmented reality (AR) application, although severe privacy issues are pervasive in the app due to its use of several sensors such as location data and camera. In general, individuals regularly use online services and mobile apps although they might know that the use is associated with high privacy risks. This seemingly contradictory behavior of users is analyzed from a variety of different perspectives in the information systems domain. One of these perspectives evaluates privacy-related decision making processes based on concepts from behavioral economics. We follow this line of work by empirically testing one exemplary extraneous factor within the "enhanced APCO model" (antecedents-privacy concerns-outcome). Specific empirical tests on such biases are rare in the literature which is why we propose and empirically analyze the extraneous influence of a positivity bias. In our case, we hypothesize that the bias is induced by childhood brand nostalgia towards the Pokémon franchise. We analyze our proposition in the context of an online survey with 418 active players of the game. Our results indicate that childhood brand nostalgia influences the privacy calculus by exerting a large effect on the benefits within the trade-off and, therefore, causing a higher use frequency. Our work shows two important implications. First, the behavioral economics perspective on privacy provides additional insights relative to previous research. However, the effects of several other biases and heuristics have to be tested in future work. Second, relying on nostalgia represents an important, but also double-edged, instrument for practitioners to market new services and applications.
... From the reviews, most studies had been conducted in Europe which is 15 studies [3][4][5][8][9][10][11][12][13][14][15][16][17][18][19] followed by USA which is nine studies [2], [20][21][22][23][24][25][26][27], Korea [28,29], and South East Asia [30][31][32][33] had been handled 3 studies respectively, while China has 2 studies [34,35] and Turkey [36] and Brazil [37] and Japan [38] had one paper respectively. The papers had been published in the early 2000s until the present. ...
Article
Diabetes Users who encounter physical and motor impairment persist in struggle to archive the target of performance in the form of hand gesture improvement. Hand gestures are allowed people to give a sign as a communicate medium and to hold, grip and pinch the object. The low ability of hands makes the movement or gesture limited and difficult for them to do the routine activity. This review aim to evaluate the effect of whether the existing supportive technology can assist the hand motor-impairment user. A total of 31 papers were identified and only 10 papers were selected in this review. In this paper, the existing supportive technology tools in the field of motor rehabilitation which is focused on hand motor-impaired users are reviewed. The existing of supportive technology for hand motor-impaired user is not a new field as the paper reviewed from 2014 until 2019. There are few innovations or initiatives from the previous research and study that give a positive effect on the users were identified. Future research is needed to further appreciate and improved the desired role of people with hands motor-impaired in meaningful technology development.
... From the reviews, most studies had been conducted in Europe which is 15 studies [3][4][5][8][9][10][11][12][13][14][15][16][17][18][19] followed by USA which is nine studies [2], [20][21][22][23][24][25][26][27], Korea [28,29], and South East Asia [30][31][32][33] had been handled 3 studies respectively, while China has 2 studies [34,35] and Turkey [36] and Brazil [37] and Japan [38] had one paper respectively. The papers had been published in the early 2000s until the present. ...
... The majority of papers surveyed (62%) tested their platform either solely on HMDs or supplementing the HMD with a smartphone. A comparatively small number (24%) [40,45,60,64,86] tested solely on smartphones, while 14% [39,63,80] tested on a custom platform. ...
... The majority of papers surveyed (62%) tested their platform either solely on HMDs or supplementing the HMD with a smartphone. A comparatively small number (24%) [40,45,60,64,86] tested solely on smartphones, while 14% [39,63,80] tested on a custom platform. ...
... In contrast to other studies, we built our research on technology acceptance theories for investigating Pokémon Go, thereby contributing to a deeper understanding of relevant concepts for Pokémon Go (e.g. Harborth & Pape, 2017;Kaczmarek et al., 2017;Rasche, Schlomann, & Mertens, 2017;Rauschnabel et al., 2017;Yang & Liu, 2017;Zsila et al., 2017). ...
Article
The augmented reality smartphone game Pokémon Go is one of the biggest commercial successes in the last years, posing the question concerning the factors contributing to the game’s success. An apparent distinction to other games is the strong brand Pokémon. We derive a research model based on the established theory of technology acceptance, which includes an established construct for nostalgic feelings – childhood brand nostalgia – and theorise on how it is related to beliefs about technology characteristics and the intention to play the game. For this purpose, we adapt one of the most prominent technology acceptance models for the consumer context and for hedonic information systems, the UTAUT2 model. Based on our model, we conduct a study with 418 active German players aged between 18 and 35. Our results indicate that the effect of childhood brand nostalgia on behavioural intention is fully mediated by the belief constructs. Thus, nostalgic feelings about Pokémon influence the intention of users through altering beliefs concerning Pokémon. We include nostalgic feelings in a technology acceptance model for the first time, therefore contributing to the theoretical advance in the IS domain. The results can be used to enhance the technology acceptance of newly designed products.
... Most of the existing user studies follow a quantitative research method and investigate one specific case of an AR technology using known theoretical models and construct operationalizations like technology acceptance models or privacy concerns (e.g. [11][12][13][14][15][16][17]). Partially, studies complemented quantitative approaches with qualitative methods. ...
Conference Paper
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Augmented reality (AR) greatly diffused into the public consciousness in the last years, especially due to the success of mobile applications like Pokémon Go. However, only few people experienced different forms of augmented reality like head-mounted displays (HMDs). Thus, people have only a limited actual experience with AR and form attitudes and perceptions towards this technology only partially based on actual use experiences, but mainly based on hearsay and narratives of others, like the media or friends. Thus, it is highly difficult for developers and product managers of AR solutions to address the needs of potential users. Therefore, we disentangle the perceptions of individuals with a focus on their concerns about AR. Perceived concerns are an important factor for the acceptance of new technologies. We address this research topic based on twelve intensive interviews with laymen as well as AR experts and analyze them with a qualitative research method.
... Their results show an increase in user-focused studies (e.g. [21,22]). However, to the best of our knowledge, there are also no specific articles dealing with privacy issues of AR technologies. ...
Conference Paper
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Augmented reality (AR) gained much public attention since the success of Poke ́mon Go in 2016. Technology companies like Apple or Google are currently focusing primarily on mobile AR (MAR) technologies, i.e. applications on mobile devices, like smartphones or tablets. Associated privacy issues have to be investigated early to foster market adoption. This is especially relevant since past research found several threats associated with the use of smartphone applications. Thus, we investigate two of the main privacy risks for MAR application users based on a sample of 19 of the most downloaded MAR applications for Android. First, we assess threats arising from bad privacy policies based on a machine-learning approach. Second, we investigate which smartphone data resources are accessed by the MAR applications. Third, we combine both approaches to evaluate whether privacy policies cover certain data accesses or not. We provide theoretical and practical implications and recommendations based on our results.
... All items for the German questionnaire had to be translated into German since all of the constructs are adapted from English literature. To ensure content validity of the translation, we followed a rigorous translation process [19,20]. First, we translated the English questionnaire into German with the help of a certified translator (translators are standardized following the DIN EN 15038 norm). ...
... Playing AR games on smartphones becomes problematic when it is done while navigating traffic (e.g., as a pedestrian [7] or as a driver [1]). Interestingly, the simplicity of the game is what makes it so popular [8] (besides the technically improved immersive experience of course). However, playing these kinds of games on small form factor devices makes the experience like looking through a keyhole while concentrating the user's focus on a single spot. ...
Conference Paper
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Over the past few years, playing Augmented Reality (AR) games on smartphones has steadily been gaining in popularity (e.g., Pokémon Go). However, playing these games while navigating traffic is highly dangerous and has led to many accidents in the past. In our work, we aim to augment peripheral vision of pedestrians with low-cost glasses to support them in critical traffic encounters. Therefore, we developed a lo-fi prototype with peripheral displays. We technically improved the prototype with the experience of five usability experts. Afterwards, we conducted an experiment on a treadmill to evaluate the effectiveness of collision warnings in our prototype. During the experiment, we compared three different light stimuli (instant, pulsing and moving) with regard to response time, error rate, and subjective feedback. Overall, we could show that all light stimuli were suitable for shifting the users' attention (100% correct). However , moving light resulted in significantly faster response times and was subjectively perceived best.
Chapter
The purpose of this work is to adapt the Expectation Confirmation Theory (ECT)/ Expectation Confirmation Model (ECM) and the Theory of Consumption Value (TCV) to explore antecedents and consequences of adopting an Augmented-Reality (AR) Game. Pokémon Go players in Thailand completed an online questionnaire. A Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM) approaches were employed to test a measurement model and a structural model. The results confirmed that the ECT/ ECM and the TCV were efficient to explain players’ continuance intention. Findings guide not only game marketers but also game providers and game developers in improving the game design and game marketing strategies. This study extended the impacts continuance intention/ satisfaction to game addiction, intention to recommend, and intention to use other LBSs.
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Online game users have increased every year following technological developments. This makes game developers develop their products even better so that they can play games on smartphones or commonly called mobile games. The increasing number of mobile game users is the backdrop for intense competition between game genres. However, one of the most frequently accessed games is Mobile Legends Bang-Bang. Then make the Mobile Legends game popular with various groups of students. Seeing this phenomenon, researchers are interested in researching Semarang State University students who play the online game Mobile Legend Bang-Bang because on campus there are many students who play together and form teams so that many E-Sport competitions are held. The UTAUT 2 and Delone & Mclean methods determine the factors that influence students' intentions to play the Mobile Legends Bang-Bang game. The data source in this study was taken from the results of online questionnaires so as to produce 316 respondent data after the screening process was carried out. Data processing uses SmartPLS V3 to test the outer and inner models. The results of this study indicate that of the ten hypotheses proposed, four hypotheses are not accepted. Namely, social influences on behavioral intentions, habits on behavioral intentions, system quality on behavioral intentions, and service quality on behavioral intentions. This means that social influence, habits, system quality, and service quality have no significant effect on behavioral intentions. The results of the analysis show that user intentions influence user behavioral in using the Mobile Legends Bang-Bang game.
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One way to reduce privacy risks for consumers when using the internet is to inform them better about the privacy practices they will encounter. Tailored privacy information provision could outperform the current practice where information system providers do not much more than posting unwieldy privacy notices. Paradoxically, this would require additional collection of data about consumers’ privacy preferences—which constitute themselves sensitive information so that sharing them may expose consumers to additional privacy risks. This chapter presents insights on how this paradoxical interplay can be outmaneuvered. We discuss different approaches for privacy preference elicitation, the data required, and how to best protect the sensitive data inevitably to be shared with technical privacy-preserving mechanisms. The key takeaway of this chapter is that we should put more thought into what we are building and using our systems for to allow for privacy through human-centered design instead of static, predefined solutions which do not meet consumer needs.
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Mobile computing devices have become ubiquitous; however, they are prone to observation and reconstruction attacks. In particular, shoulder surfing, where an adversary observes another user’s interaction without prior consent, remains a significant unresolved problem. In the past, researchers have primarily focused their research on making authentication more robust against shoulder surfing—with less emphasis on understanding the attacker or their behavior. Nonetheless, understanding these attacks is crucial for protecting smartphone users’ privacy. This chapter aims to bring more attention to research that promotes a deeper understanding of shoulder surfing attacks. While shoulder surfing attacks are difficult to study under natural conditions, researchers have proposed different approaches to overcome this challenge. We compare and discuss these approaches and extract lessons learned. Furthermore, we discuss different mitigation strategies of shoulder surfing attacks and cover algorithmic detection of attacks and proposed threat models as well. Finally, we conclude with an outlook of potential next steps for shoulder surfing research.
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Users should always play a central role in the development of (software) solutions. The human-centered design (HCD) process in the ISO 9241-210 standard proposes a procedure for systematically involving users. However, due to its abstraction level, the HCD process provides little guidance for how it should be implemented in practice. In this chapter, we propose three concrete practical methods that enable the reader to develop usable security and privacy (USP) solutions using the HCD process. This chapter equips the reader with the procedural knowledge and recommendations to: (1) derive mental models with regard to security and privacy, (2) analyze USP needs and privacy-related requirements, and (3) collect user characteristics on privacy and structure them by user group profiles and into privacy personas. Together, these approaches help to design measures for a user-friendly implementation of security and privacy measures based on a firm understanding of the key stakeholders.
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A variety of methods and techniques are used in usable privacy and security (UPS) to study users’ experiences and behaviors. When applying empirical methods, researchers in UPS face specific challenges, for instance, to represent risk to research participants. This chapter provides an overview of the empirical research methods used in UPS and highlights associated opportunities and challenges. This chapter also draws attention to important ethical considerations in UPS research with human participants and highlights possible biases in study design.
Article
This research aimed to study the factors affecting the adoption of digital technology in SME entrepreneurs. Questionnaire were used as a tool to collect data from 375 samples of SME entrepreneurs in the northern region. The data were analyzed using the Structural Equation Model (SEM). The results showed that the factors of digital technology adoption among SMEs consisted of 3 main components: (1) technological context, (2) SMEs context, and (3) environment context. Technological context is a key factor contributing to the perceived usefulness of using digital technology. The environmental context is the main factor that contributes to the perceived ease of use of digital technology and lead to the adoption of digital technology by entrepreneurs. The research results can be used as a guideline to promote and support the use of digital technology among Thai SME entrepreneurs to increase their competitiveness in the current business environment and get ready for the digital economy era.
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Location-Based Services (LBSs) and Augmented Reality (AR) technologies are extensively adopted in various contexts such as Location-Based Games (LBGs). However, those technologies could increase information privacy concerns and perceived risks for users. Thus, privacy protection mechanisms are important. This study aims to explore the direct or indirect effects of self-efficacy to protect information privacy, privacy knowledge, privacy concerns, and perceived risks on privacy protection behaviours of an LBG's players and to investigate the different effects among two-player groups (full-time students and full-time employees). Three types of privacy protection behaviours are explored: fabricate, seek, and refrain behaviours. Data are gathered from 259 Pokémon GO's players. Confirmatory Factor Analysis (CFA), Structural Equation Modeling (SEM), and Multi-group analysis are applied to test the research hypotheses. Privacy knowledge, self-efficacy, privacy concerns, and perceived risks are confirmed as salient factors directly or indirectly influencing the privacy protection behaviour of players one way or another.
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Pokémon Go might be considered to be one of the most successful exergames ever released. When the game was released in the summer of 2016, Pokémon Go players spent more time exercising, being outdoors, and socializing with the unknown, family, and friends. There have been many papers that report on how playing Pokémon Go affects the player’s health. However, few studies report how playing the game has different health and social impact on different groups of players. Specifically, the paper investigates how Pokémon Go has different health and social effects on gender, where the game is played, how much video games players play, their initial physical activity level, and occupation. The survey results of over two thousand active Pokémon Go players show that playing Pokémon Go has a statistically significant positive effect on physical and social activity. It was also found that the game had a different effect on various groups of players and that 50% of the players reported positive health benefits, including weight loss, loss in body fat, and gain in muscle mass. The paper’s most significant result is how Pokémon Go managed to motivate groups who are hard to motivate to be physically and socially active.
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Augmented Reality (AR) is one of the most prominent emerging technologies recently. This increase in recognition has happened predominantly because of the success of the smartphone game "Pokémon Go". But research on AR is not a new strand of literature. Especially computer scientists investigate different technological solutions and areas of application for almost 30 years. This systematic literature review aims at analyzing, synthesizing and categorizing this strand of research in the information systems (IS) domain. We follow an established methodology for conducting the literature review ensuring rigor and replicability. We apply a keyword and backward search resulting in 28 and 118 articles, respectively. Results are categorized with regard to the focus of the research and the domain of the application being investigated. We show that research on user behavior is underrepresented in the current IS literature on AR compared to technical research, especially in the domains gaming and smartphone browsers.
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The emergence of addictive problems associated with the development of Information and Communication Technologies (ICTs) is a challenge for mental health in modern societies. For this reason, the Spanish Mental Health Strategy, currently in project, includes the problem of “emerging addictions” in young people, in the 14 mental health topics to be analysed. The main objective of this research was to develop three screening tools that can be used by health staff (e.g., psychologists, physicians) to better link early detection with early intervention in the field of technological addictions. In this paper, three kind of technological addictions were selected: Internet/social networks, mobile and video games. Two groups of participants were selected for each technology: a) users of Internet/social network, mobile or video games without psychological problems due to the use of these technologies, and b) people who sought counselling or advice for their addictive problems with some of these technologies. Three screening tools for each technological addiction (Internet/social network, mobile and video games) were developed. These tools consist on the two items of each of the tests which have the highest Positive Predictive Values (PPV) to differentiate between the non-problematic users of technologies and those who have an addictive problem with Internet, mobile or video games. This article shows three screening tools that can be used by health or clinical staff, in the case that the professional supposes that the patient has an addictive problem with any of the three technologies. Then, the screening procedure should be implemented. If the diagnostic of addiction is confirmed, the patient should be treated with psychological treatment based in evidence. Some advices are also proposed for those who do not need any specialized intervention for addiction.
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The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
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Provides a nontechnical introduction to the partial least squares (PLS) approach. As a logical base for comparison, the PLS approach for structural path estimation is contrasted to the covariance-based approach. In so doing, a set of considerations are then provided with the goal of helping the reader understand the conditions under which it might be reasonable or even more appropriate to employ this technique. This chapter builds up from various simple 2 latent variable models to a more complex one. The formal PLS model is provided along with a discussion of the properties of its estimates. An empirical example is provided as a basis for highlighting the various analytic considerations when using PLS and the set of tests that one can employ is assessing the validity of a PLS-based model. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Objective To estimate the effect of playing Pokémon GO on the number of steps taken daily up to six weeks after installation of the game. Design Cohort study using online survey data. Participants Survey participants of Amazon Mechanical Turk (n=1182) residing in the United States, aged 18 to 35 years and using iPhone 6 series smartphones. Main outcome measures Number of daily steps taken each of the four weeks before and six weeks after installation of Pokémon GO, automatically recorded in the “Health” application of the iPhone 6 series smartphones and reported by the participants. A difference in difference regression model was used to estimate the change in daily steps in players of Pokémon GO compared with non-players. Results 560 (47.4%) of the survey participants reported playing Pokémon GO and walked on average 4256 steps (SD 2697) each day in the four weeks before installation of the game. The difference in difference analysis showed that the daily average steps for Pokémon GO players during the first week of installation increased by 955 additional steps (95% confidence interval 697 to 1213), and then this increase gradually attenuated over the subsequent five weeks. By the sixth week after installation, the number of daily steps had gone back to pre-installation levels. No significant effect modification of Pokémon GO was found by sex, age, race group, bodyweight status, urbanity, or walkability of the area of residence. Conclusions Pokémon GO was associated with an increase in the daily number of steps after installation of the game. The association was, however, moderate and no longer observed after six weeks.
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This study is part of a doctoral thesis on the topic of Hyperfiction: Past, Present and Future of Storytelling through Hypertext. It explores in depth the impact of transmedia storytelling and the role of hypertext in the realm of the currently popular social media phenomenon Pokémon GO. Storytelling is a powerful method to engage and unite people. Moreover, the technology progress adds a whole new angle to the method, with hypertext and cross-platform sharing that enhance the traditional storytelling so much that transmedia storytelling gives unlimited opportunities to affect the everyday life of people across the globe. This research aims at examining the transmedia storytelling approach in Pokémon GO, and explaining how that contributed to its establishment as a massive worldwide hit in less than a week. The social engagement is investigated in all major media platforms, including traditional and online media channels. Observation and content analyses are reported in this paper to form the conclusion that transmedia storytelling with the input of hypertext has a promising future as a method of establishing a productive and rewarding communication strategy. Keywords—Communication, hypertext, Pokémon GO, storytelling, transmedia.
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Two meta-analyses were conducted to Investigate the effectiveness of the Fishbein and Ajzen model in research to date. Strong overall evidence for the predictive utility of the model was found. Although numerous instances were identified in which researchers overstepped the boundary conditions initially proposed for the model, the predictive utility remained strong across conditions. However, three variables were proposed and found to moderate the effectiveness of the model. Suggested extensions to the model are discussed and general directions for future research are given.
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Latest mobile technologies have revolutionised the way people experience their environment. Recent research explored the opportunities of using augmented reality (AR) in order to enhance the user experience however, there is only limited research on users’ acceptance of AR in the tourism context. The technology acceptance model is the predominant theory for researching technology acceptance. Previous researchers used the approach of proposing external dimensions based on secondary literature; however missed the opportunity to integrate context specific dimensions. This paper therefore aims to propose an AR acceptance model in the context of urban heritage tourism. Five focus groups, with young British female tourists visiting Dublin and experiencing a mobile AR application, were conducted. The data were analysed using thematic analysis and revealed seven dimensions that should be incorporated into AR acceptance research including information quality, system quality, costs of use, recommendations, personal innovativeness and risk as well
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