The Pokémon video game series is one of the most successful ever created. However, it is still unclear why these games in particular have become so successful while others have not. Based on the Uses and Gratifications Theory and the concept of the Need to Belong, we postulate that an individual’s Perceived Belonging (i.e., the degree to which a person feels connected to and accepted by others) positively influences his/her Actual Game Use, i.e., how often he/she plays Pokémon. After surveying 2,294 German-speaking visitors of one of Germany’s most popular Pokémon websites and applying a structural equation modeling approach, we confirmed that Perceived Belonging is a direct positive influence factor of Actual Game Use as well as an indirec...
Self-Determination Theory (SDT) is often used to measure aspects of the player experience (PX) in vi...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This article reports a study exploring motivations of Pokémon Game use, individual differences relat...
The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public ...
While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose signi...
Objective: We survey Pokémon Go players regarding motivations/patterns of gameplay and sociability o...
International audienceThe Pokémon media mix (Steinberg, 2012) has been a worldwide phenomenon for mo...
Background: Digital gaming is one of the most popular forms of entertainment in the world. While pri...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
New technology has dramatically changed online games and blurred the boundary between active and pas...
Augmented Reality video games such as Pokémon GO have a structure that encourages face-to-face socia...
Internet technology has been growing and become one of the options for people to interact with other...
Video game popularity and time playing in children, adolescents, and adults is steadily increasing d...
Based on social role theory and uses and gratifications, this study provides insights into the popul...
Self-Determination Theory (SDT) is often used to measure aspects of the player experience (PX) in vi...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This article reports a study exploring motivations of Pokémon Game use, individual differences relat...
The free-to-play mobile game Pokémon GO’s (PGO) use of real-world mapping encourages play in public ...
While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose signi...
Objective: We survey Pokémon Go players regarding motivations/patterns of gameplay and sociability o...
International audienceThe Pokémon media mix (Steinberg, 2012) has been a worldwide phenomenon for mo...
Background: Digital gaming is one of the most popular forms of entertainment in the world. While pri...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
Internet connectivity has changed the way video games are played by allowing individuals to connect ...
New technology has dramatically changed online games and blurred the boundary between active and pas...
Augmented Reality video games such as Pokémon GO have a structure that encourages face-to-face socia...
Internet technology has been growing and become one of the options for people to interact with other...
Video game popularity and time playing in children, adolescents, and adults is steadily increasing d...
Based on social role theory and uses and gratifications, this study provides insights into the popul...
Self-Determination Theory (SDT) is often used to measure aspects of the player experience (PX) in vi...
Online games are becoming more and more popular nowadays. Interacting with others in games has also ...
This article reports a study exploring motivations of Pokémon Game use, individual differences relat...