Motivations and practices for cheating in Pokémon Go

Jeni Paay, Jesper Kjeldskov, Daniele Iternicola, Mikkel Thomassen

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

12 Citationer (Scopus)

Abstract

Since the emergence of video computer games in the early 70's, the concept of “cheating” has been a hot issue in video gaming research. Adding mobility and location-based capabilities to computer games introduces a whole new set of behaviours, motivations and justifications that challenge gaming communities to reconsider what constitutes “cheating”, and what is simply an acceptable extension of game play. Using the specific case of Pokémon GO, we investigate players' perceptions on cheating in this mobile location-based game. In our research, we identified 10 ways that players circumvent the rules of Pokémon GO. Through analysis of online forums, field observations, interviews, and a focus group with local players, we realised that players' attitudes vary as to what constitutes “cheating”, and whether playing outside the rules is acceptable. We found players “cheat” to enhance game experience, to compensate for limitations in the game's design, or to keep up with other cheaters. While this has been observed in online gaming before, our study contributes to research by relating these specifically to the game's mobile location-based nature. We offer implications for design of location-based games.

OriginalsprogEngelsk
TitelMobileHCI 2018 Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services
Antal sider13
ForlagAssociation for Computing Machinery
Publikationsdato3 sep. 2018
Artikelnummera35
ISBN (Elektronisk)978-1-4503-5898-9
DOI
StatusUdgivet - 3 sep. 2018
Begivenhed20th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2018 - Barcelona, Spanien
Varighed: 3 sep. 20186 sep. 2018

Konference

Konference20th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2018
Land/OmrådeSpanien
ByBarcelona
Periode03/09/201806/09/2018
SponsorAlpha, Google, Microsoft, Mobile World Capital, Special Interest Group on Computer-Human Interaction (ACM SIGCHI), Vodafone

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