Summary: | 碩士 === 長庚大學 === 資訊管理學系 === 106 === Pokémon GO has become the most popular mobile game since 2016. This game exercises the augmented reality (AR) technology and creates gaming experiences with the stories originating from its predecessor published in 1995. Both AR technology and immersive stories are means to create realistic experiences. Whether these designs can increase gamers’ continuance intention has still received little attention.
This study explores Pokémon GO gamers from the perceived realism perspective. The perceived game realism scale in literature was modified to create a new Pokémon GO version. Data were collected from 326 gamers, followed by an exploratory factor analysis to reveal four factors of perceived realism: narrative realism, social realism, perceptual pervasiveness, and control. We controlled enjoyment and compared the pair of variables from the four realism factors in terms of the explained variance of continuance intention. The pair of social realism and narrative realism showed the largest explained variance.
Analyzing regression models suggest social realism can mediate the effect of narrative realism on continuance intention and vice versa. Discusses are proposed with managerial implications.
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