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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 20, Number 1, 2017 RAPID COMMUNICATIONS


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2016.0562

Motives Matter:
Motives for Playing Pokémon Go
and Implications for Well-Being

Chia-chen Yang, PhD,1 and Dong Liu, PhD2

Abstract

Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why
people play the games and how their motives associate with well-being. Although literature on motives for playing
video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives
due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a
popular mobile game, Pokémon Go, was taken as an example to explore individuals’ mobile gaming motives. A
Pokémon Go Motive Scale was developed. Seven motives were identified through factor analyses based on survey
data from 262 Pokémon Go players (45 percent women; Mage = 30.71, standard deviation = 7.77): Exercise, Fun,
Escapism, Nostalgia, Friendship Maintenance, Relationship Initiation, and Achievement. Both Fun and Friend-
ship Maintenance were positive correlates of well-being, whereas Escapism and Nostalgia were negative cor-
relates. Relationship Initiation was associated with both better and poorer well-being. Implications of the findings
are discussed.

Keywords: gaming, gaming motive, mobile game, well-being

Introduction Being part of the ‘‘gaming family,’’ mobile games share


similarities with video and online games. For example, players
Gaming motives can hunt for or battle Pokémon with others and experience
feelings of accomplishment. Therefore, some motives already
M otives play an important role in understanding
players’ approaches to digital games. Based on the uses
and gratifications (U&G) perspective,1 gaming research2,3
identified in existing gaming literature, such as social inter-
action and attaining a sense of achievement,7,8 may be ap-
shows that the same game can gratify multiple needs. Re- plicable to mobile games. On the other hand, mobile games
searchers have been proposing different motive models of have their own uniqueness. For instance, the mobility allows
game playing and exploring how these motives relate to ac- players to enjoy the games (and interact with the reality, if
tual gaming behaviors.2,4 AR is afforded) while they are on the move, making these
Most research has focused on video and online games, games less sedentary. In the case of Pokémon Go, mobility is a
whereas mobile games (the games accessible on mobile de- defining feature of the game; players are required to move
vices) are calling for more attention with their increasing around to collect Pokémon, which differentiates it from tra-
popularity. For instance, Pokémon Go is a game where players ditional video and online games. New motives may emerge
rely on the GPS on their mobile device to locate and capture from the new affordances, but they have not been properly
Pokémon, a collection of fictional creatures. Adopting the explored. Using Pokémon Go as an example of mobile games,
augmented reality (AR) techniques that mingle the virtual we proposed the following research question:
world with the reality, the game can make players feel as if the
RQ1: What are the motives for playing Pokémon Go?
Pokémon are present with them in the real world. Launched in
July of 2016, Pokémon Go soon became the most popular
Implications of gaming motives for well-being
mobile game in US history,5 attracting over 25 million users in
the country a week after its release.6 What motivated these Well-being refers to a state of wellness that allows indi-
players (and thus contributed to this success)? viduals to function at an optimal level. In addition to physical

1
Department of Counseling, Educational Psychology and Research, University of Memphis, Memphis, Tennessee.
2
The Center of Internet Plus Social Psychology, Department of Psychology, Renmin University of China, Beijing, China.

52
POKÉMON GO MOTIVES AND WELL-BEING 53

health, it also involves psychosocial features such as hav- What is missing from the current literature is the answer to
ing positive relations with others, purpose in life, self- the question of how gaming motives would associate with
acceptance, personal growth, autonomy, and environmental users’ well-being. According to the self-determination the-
mastery.9 The implications of gaming for players’ psycho- ory (SDT),14 motivation is a fundamental element contrib-
social and physical well-being have been a major pursuit uting to individuals’ growth and self-regulation. Motives
among scholars, although the foci are usually on game use behind one’s goal pursuit affect the person’s well-being in-
rather than motives. Specifically, recent studies suggest dependent of what the goals are,15 suggesting that motives
that gaming may bring psychosocial benefits, as it is largely make unique contributions to well-being. Given the signifi-
a social activity and can strengthen connections among cance of motives/motivation in human processes and schol-
friends.10,11 The association between game play and physical ars’ recognition that different gaming motives would lead to
well-being is less encouraging. Regular video game players different consequences for players,7 it is surprising how little
are at a higher risk of being overweight,12 and those who attention has been paid to the relationships between gaming
spend more time playing online games report doing exercise motives and players’ well-being. To bridge this gap, the
at a lower frequency.13 second research question was proposed:

Table 1. Confirmatory Factor Analysis of the Pokémon Go Motive Scale


Items Loading
Exercise a = 0.96
(1) To get myself active (walking and exercising) 0.899***
(2) To walk and improve my fitness 0.855***
(3) To become more active when being outdoors 0.842***
(4) To get some exercise 0.944***
(5) To burn calories 0.854***
(6) To exercise by traveling around 0.878***
(7) To encourage me to get outside and be more active 0.850***
Fun a = 0.88
(8) It is fun collecting Pokémon 0.933***
(9) It is fun capturing Pokémon 0.918***
(10) It is fun hunting for those cute little Pokémon 0.746***
(11) It is thrilling to hunt down new Pokémon and catch them 0.804***
(12) It is fascinating to see reality mingle with the game on a screen 0.501***
Escapism a = 0.86
(13) To take my mind off work and other worries 0.842***
(14) To keep me from getting bored 0.787***
(15) To get my mind off the present world 0.815***
Nostalgia a = 0.97
(16) I grew up watching and idolizing everything Pokémon related 0.814***
(17) I have played Pokémon for many years and this is a new fun way to play 0.835***
(18) It brings back a sense of nostalgia from when I played the original games 0.885***
(19) It reminds me of watching Pokémon when I was younger 0.913***
(20) It makes me nostalgic for older Pokémon games 0.916***
(21) It reminds me of my childhood (nostalgia) 0.922***
(22) It brings back fun memories 0.932***
(23) It makes me feel young again 0.858***
Friendship maintenance a = 0.93
(24) To socialize and spend time with friends 0.838***
(25) As an option when hanging out with friends 0.848***
(26) It is a fun activity to enjoy with my friends 0.888***
(27) My friends play it and it is great gathering and catching Pokémon together 0.931***
Relationship initiation a = 0.94
(28) To meet new people 0.895***
(29) To meet others who share the same passion as I do 0.898***
(30) To make me more social and meet a lot of new people 0.916***
(31) To interact with other players 0.843***
Achievement a = 0.89
(32) To beat the gyms and dominate my local area 0.850***
(33) To compete with others at gyms 0.839***
(34) To have better Pokémon than my friends 0.697***
(35) To level up and take on gyms with my Pokémon 0.564***
***p < 0.001.
54 YANG AND LIU

RQ2: How are the motives associated with users’ psy-

0.06 0.29*** 0.33*** -0.21** 0.48***


chosocial and physical well-being?

12

0.10 0.45*** 0.33*** -0.37*** 1


Methods

11
Participants

1
A total of 262 adults (45 percent women; age = 18–58,

0.09 -0.39*** -0.22**


Mage = 30.71, standard deviation [SD] = 7.77) in the United

10
States were recruited from Amazon TurkPrime.16 Each re-

0.12 0.60*** 1
spondent received $3.00 for completing the online self-report
survey.

9
Measures

0.02 1
Control variables. Participants reported age, sex, and how
many hours per day they spent on Pokémon Go the week

1
before completing the survey.

0.47*** 0.42*** 0.39***

0.24***
0.18**
0.13*
-0.06

0.13
7
Motives. Based on results of a pilot study where 78 par-

0.68*** 1
ticipants (53 percent women; Mage = 29.75, SD = 8.90) each
provided up to five reasons for playing Pokémon Go, we de-

Table 2. Correlations Among Major Variables

0.20**

0.18**
veloped a Pokémon Go Motive Scale. The 5-point Likert scale

0.17*
-0.03

0.10
6
(1 = strongly disagree; 5 = strongly agree) included 44 items.

0.23*** 0.30*** 0.27*** 0.26*** 0.28*** 1


Psychometric properties are reported later and in Table 1.

0.20**
Social capital. We used Williams’17 20-item, 5-point

0.15*
0.18** -0.16** -0.01
0.06

0.08
0.09
(1 = strongly disagree; 5 = strongly agree) scale to measure 5

1
offline bonding (a = 0.92) and bridging (a = 0.89) social
capitals.

0.20**
0.40*** 0.20**
0.37*** 0.15*

0.14*
-0.04

-0.07
0.05
4

Loneliness. The 20-item, 4-point (0 = I never feel this


way; 3 = I often feel this way) UCLA Loneliness Scale18 was 0.27*** 0.28*** 1
used (a = 0.98).
0.24*** 0.26*** 0.14*

0.16*

0.15*
0.15*
-0.08
3

Life satisfaction. The 5-item, 7-point (1 = strongly dis-


0.27*** 1

agree, 7 = strongly agree) Satisfaction with Life Scale19 was


used (a = 0.93).
0.11

0.09
-0.05
0.06
0.05
0.09
0.03
2

Physical health. Twelve items from the Physical and


1

Environmental Health Subscale of the Holistic Health Score


Sheet20 were adapted. Higher mean scores of the 6-point
0.14*

0.14*
0.11

0.09
0.10

-0.09
-0.03
-0.03
-0.12
-0.05

scale (1 = strongly disagree/once a year or less, 6 = strongly


1

agree/daily) reflected better physical wellness (a = 0.83).


1
(2.69)
(1.07)
(0.70)
(1.01)
(1.25)
(1.19)
(1.17)
(1.14)
(0.78)
(0.79)
(0.84)
(1.50)
(0.86)
Mean (SD)

Results
Motives for playing Pokémon Go
3.10
3.49
4.21
3.51
3.38
3.16
2.71
3.22
3.82
3.71
0.97
4.66
4.12

We started with an exploratory factor analysis of the 44


motive items, using Mplus 7.21 The seven-factor solution
Friendship maintenance (1–5)

*p < 0.05; **p < 0.01; ***p < 0.001.


Relationship initiation (1–5)

appeared to be the most reasonable model. It had the lowest


Play amount (hours/day)

Bayesian Information Criterion (BIC = 28,941.347), and the


Bridging capital (1–5)

Life satisfaction (1–7)


Bonding capital (1–5)

model fit was acceptable: v2(659) = 1,401.799, p < 0.001;


Physical health (1–6)
Achievement (1–5)

root-mean-squared error of approximation (RMSEA) = 0.066,


SD, standard deviation.
Loneliness (0–3)

90 percent confidence interval (CI) [0.061, 0.070]; comp-


Escapism (1–5)
Nostalgia (1–5)
Exercise (1–5)

arative fit index (CFI) = 0.93; Tucker-Lewis index (TLI) =


0.90. We removed the items that did not load on any factors
Fun (1–5)

(i.e., all loadings <0.30) and re-examined the ones that sig-
nificantly loaded on more than one factor. Among the latter,
we further removed the items that had a small loading dif-
ference (<0.10) or were not phrased clearly. The procedure
(1)
(2)
(3)
(4)
(5)
(6)
(7)
(8)
(9)
(10)
(11)
(12)
(13)

led to the removal of nine items. We then performed a


POKÉMON GO MOTIVES AND WELL-BEING 55

confirmatory factory analysis on the remaining 35 items. All identified seven factors: Exercise, Fun, Escapism, Nostalgia,
items loaded on the expected factor with a loading of >0.50, Friendship Maintenance, Relationship Initiation, and
and the model fit well: v2(539) = 955.807, p < 0.001; Achievement. Except for Exercise and Escapism, all the
RMSEA = 0.054, 90 percent CI [0.049, 0.060]; CFI = 0.95, motives were positively correlated with overall amount of
TLI = 0.95. The model was interpretable and conceptually play. It is intriguing that Escapism was not correlated with
reasonable. These seven factors were Exercise, Fun, Escap- more game playing despite the former’s well-established
ism, Nostalgia, Friendship Maintenance, Relationship In- association with pathological or problematic gaming.4,7,22 It
itiation, and Achievement. The Cronbach’s alphas ranged lends support to the argument that high levels of gaming per
from 0.86 to 0.97 (Table 1). For descriptive statistics of se should not be equated with problematic game use,4 which
the seven motive factors and correlations with the major involves addiction-like symptoms, such as withdrawal, tol-
variables, see Table 2. erance, and compromised social or life functioning.23,24
Five of the seven motives were associated with users’
Motives and well-being well-being. Other researchers have discussed fun and en-
joyment as a major gratification of gaming,3 but its impli-
A series of multiple regressions were performed, where
cations for well-being were less clear. Our study expanded
well-being outcomes were regressed on the seven motives,
the literature, showing that being able to have fun and enjoy
controlling for age, sex, and overall amount of play (Table 3).
the game was consistently associated with positive out-
Five of the seven motives had significant associations, with
comes, including higher bonding and bridging social capi-
at least one well-being variable. Playing the game for fun was
tals, lower loneliness, and better physical health. For people
consistently related to better well-being, such as higher
who score high on this motive, the game may bring positive
bonding (b = 0.28, p < 0.001) and bridging (b = 0.18, p = 0.017)
emotions and pleasant experiences, which contribute to a
social capitals, lower loneliness (b = -0.21, p = 0.013), and
better state of wellness.
better physical health (b = 0.19, p = 0.030). Playing the game to
Social interaction, in general, is frequently recognized as
maintain friendships was related to higher life satisfaction
an important motive in gaming literature,7,8,22 but research
(b = 0.17, p = 0.049). Playing the game to initiate new rela-
on other digital media suggests that using technologies to
tionships was related to more bridging social capital (b = 0.24,
interact with existing friends versus striking new relation-
p = 0.005) but also higher loneliness (b = 0.19, p = 0.048). Both
ships should be treated as different constructs. The former
using the game to escape from reality and playing with nos-
is typically associated with better psychosocial outcomes,
talgia were related to poorer well-being. Both were associated
whereas the latter shows an opposite relationship.25,26 The
with higher loneliness (bEscapism = 0.15, p = 0.040; bNostalgia =
necessity of also making this distinction in gaming research
0.18, p = 0.041), and Escapism was also related to lower
was reflected in the results of our factor analysis and
bonding social capital (b = -0.20, p = 0.002) and life satisfac-
the differentiated associations between the two motives
tion (b = -0.17, p = 0.011).
and well-being. Playing Pokémon Go to maintain existing
friendships was related to a higher level of well-being (life
Discussion
satisfaction). On the other hand, the motive of relationship
Based on Pokémon Go players’ responses to why they played initiation was a mixed blessing. It was associated with both
the game, we developed a Pokémon Go Motive Scale and higher bridging social capital and higher loneliness. A

Table 3. Ordinary Least-Squares Regression of Well-Being on Gaming Motives


Bonding capital Bridging capital Loneliness Life satisfaction Physical health
b (SE) B b (SE) b b (SE) b b (SE) b b (SE) b
Control variables
Age 0.01 (0.01) 0.11 0.01 (0.01) 0.08 -0.00 (0.01) -0.04 0.01 (0.01) 0.06 0.00 (0.01) 0.03
Female 0.02 (0.10) 0.01 0.02 (0.11) 0.01 0.05 (0.13) 0.03 0.22 (0.20) 0.07 -0.22 (0.13) -0.13+
Play amount -0.02 (0.02) -0.08 -0.03 (0.02) -0.10+ -0.02 (0.02) -0.06 -0.10 (0.04) -0.18** -0.04 (0.02) -0.11
Motives
Exercise -0.05 (0.05) -0.07 -0.03 (0.05) -0.04 0.02 (0.06) 0.02 0.03 (0.10) 0.02 -0.04 (0.06) -0.05
Fun 0.31 (0.08) 0.28*** 0.20 (0.08) 0.18* -0.25 (0.10) -0.21* 0.26 (-.16) 0.12+ 0.22 (0.10) 0.19*
Escapism -0.16 (0.05) -0.20** -0.10 (0.05) -0.13+ 0.13 (0.06) 0.15* -0.25 (0.10) -0.17* -0.01 (0.06) -0.01
Nostalgia -0.01 (0.05) -0.01 -0.00 (0.05) -0.00 0.12 (0.06) 0.18* 0.05 (0.09) 0.04 0.02 (0.06) 0.03
Friendship 0.01 (0.06) 0.02 0.05 (0.06) 0.07 -0.05 (0.07) -0.06 0.22 (0.11) 0.17* 0.13 (0.07) 0.17+
Maintenance
Relation -0.02 (0.06) -0.03 0.16 (0.06) 0.24** 0.14 (0.07) 0.19* 0.09 (0.11) 0.07 0.02 (0.07) 0.03
initiation
Achievement 0.01 (0.05) 0.02 -0.01 (0.05) -0.01 0.03 (0.07) 0.03 0.02 (0.10) 0.02 -0.08 (0.07) -0.10
R2 0.11 0.10 0.10 0.10 0.07
F 2.92** 2.91** 2.26* 2.87** 1.51

The variables were entered into the regression models by using scale mean scores (not centered or standardized).
+
p < 0.10; *p < 0.05; **p < 0.01; ***p < 0.001.
SE, standard error.
56 YANG AND LIU

possible explanation is that lonely players are more moti- ship Initiation) should also be observable in various gaming
vated to initiate new relationships through Pokémon Go, contexts, such as traditional video gaming and massively
which, indeed, expands their social network and thus in- multiplayer online role-playing games (MMORPGs). The
creases bridging social capital. However, the new relation- motive of Exercise is relevant to the games requiring players
ships formed through Pokémon Go (within a short period to perform physical activities, including exergames (e.g.,
since it was launched) are likely to be weak ties27 and may Wii, Dance Dance Revolution) and geocaching games where
not be instrumental in reducing one’s loneliness. players rely on the GPS to hide and seek objects in different
The last two motives were related to poor psychosocial locations. Even the infrequently identified Nostalgia might
well-being. Both Escapism and Nostalgia were related to be relevant to the new app of Super Mario Run. Future re-
higher loneliness, and Escapism was further associated with search should examine whether the associations between
lower bonding social capital and life satisfaction. Given that motives and well-being found in this study will be replicated
escapism is frequently found to be a positive correlate of in these other games. Our findings can provide a useful
problematic or pathological gaming,4,7,22 our findings should structure for researchers to catch up with the ever-changing
not be surprising. Those who are motivated to use games to media/gaming environment.
escape from the here-and-now worries may be adopting
gaming as an avoidance coping strategy. Avoidance coping Acknowledgments
involves ignoring or escaping from stressors instead of
proactively resolving problems, which is related to poor This study was supported by grants from the Fundamental
well-being such as depression, anxiety, and stress.28 Little is Research Funds for the Central Universities and the Research
known about nostalgia as a gaming motive, but its ‘‘looking Funds of Renmin University of China (15XNLF08).
back’’ nature may be the reason why it was related to poorer
well-being. After all, being immersed in the past (e.g., ru- Author Disclosure Statement
mination) is associated with mental health issues.29 The
findings may help users and health professionals recognize No competing financial interests exist.
the beneficial motives and discern the concerning ones.
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