2023
Luoto, Tim
Kulttuuriantropologia, Oulun yliopisto, 2023, ISBN: 978-952-62-3876-0.
Abstract | Links | BibTeX | Avainsanat: augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing
@phdthesis{Luoto2023,
title = {Digital magic circle: Physically activating properties of the augmented reality games in the Northern context},
author = {Tim Luoto},
url = {https://urn.fi/URN:ISBN:9789526238760},
isbn = {978-952-62-3876-0},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
school = {Kulttuuriantropologia, Oulun yliopisto},
abstract = {With respect to physical fitness, activity and wellbeing, digital games are often considered as “screen-time”, which reduces healthy physical activities, often causing the player to sit down and eat unhealthily while playing. However, when recognising and identifying the persuasive properties in games, their “magic circle” can be used to activate and move the players instead of passivating them. Many Augmented Reality Games (ARGs), such as Ingress Prime and Pokémon GO, can increase the physical activity of the players. This multidisciplinary dissertation examines, identifies and categorises persuasive properties of several ARGs, studied in the arctic context.
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.},
keywords = {augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing},
pubstate = {published},
tppubtype = {phdthesis}
}
With respect to physical fitness, activity and wellbeing, digital games are often considered as “screen-time”, which reduces healthy physical activities, often causing the player to sit down and eat unhealthily while playing. However, when recognising and identifying the persuasive properties in games, their “magic circle” can be used to activate and move the players instead of passivating them. Many Augmented Reality Games (ARGs), such as Ingress Prime and Pokémon GO, can increase the physical activity of the players. This multidisciplinary dissertation examines, identifies and categorises persuasive properties of several ARGs, studied in the arctic context.
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.