Pokémon Go: A study on fit in virtual-reality integration

Wen Lung Shiau, Li Chun Huang, Yu Lun Cheng

Research output: Contribution to conferenceConference Paperpeer-review

3 Scopus citations

Abstract

Augmented reality has become a trend today. The effects of Pokémon Go, the most popular smart phone game recently, on medicine and tourism have been explored in many studies. However, few studies on the cognition and the consistence between emotions and the integration of virtuality (the Pokémon projected in the game) and reality (information quality) have been done. With the Stimulus-Organism-Response (S-O-R) model as the framework, this study aims to explore the fit (cognitive/emotional) and reactions (user satisfaction) of the user in the virtuality-reality integration. According to the findings of this study, information quality and virtual features have significant influence on cognitive and emotional fit and emotional fit has significant influence on user satisfaction; however, cognitive fit doesn’t have significant influence on user satisfaction. It has been found that the user pays much attention to his/her feelings when playing games. Therefore, we should get acquainted with the types and emotions of game players in addition to maintaining the quality of games.

Original languageEnglish
StatePublished - 2017
Externally publishedYes
Event21st Pacific Asia Conference on Information Systems: Societal Transformation Through IS/IT, PACIS 2017 - Langkawi, Malaysia
Duration: 16 07 201720 07 2017

Conference

Conference21st Pacific Asia Conference on Information Systems: Societal Transformation Through IS/IT, PACIS 2017
Country/TerritoryMalaysia
CityLangkawi
Period16/07/1720/07/17

Bibliographical note

Publisher Copyright:
© PACIS 2017.

Keywords

  • Cognitive fit
  • Emotional fit
  • Information quality
  • Virtual feature
  • Virtuality-reality integration

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