IJIET 2017 Vol.7(12): 942-947 ISSN: 2010-3689
doi: 10.18178/ijiet.2017.7.12.1000
doi: 10.18178/ijiet.2017.7.12.1000
A Study of a Mobile Game on the Interrelationships of Technology Acceptance, Interpersonal Relation, Sense of Direction, and Information Literacy — A Case of Pokémon GO
Peng-Chun Lin, Hsin-Ke Lu, Yi-Hui Lin, and Wei-Huan Tsang
Abstract—The constant innovation of technology information
has been prompting the development of mobile games. With the
development, mobile games have an increasing influence on
human beings. In June of 2016, Niantic Labs launched a mobile
game called Pokémon GO, which led to a wave to play mobile
games and stimulated the development of game industry. In
addition, Pokémon GO was not only played for pleasure, but
the police in Rotterdam, the Netherlands, also exploited the
characteristic that Pokémon GO made players crowd in order
to lower the crime rate. Additionally, Japan National Tourism
Organization utilized Pokémon GO to increase the number of
tourists by means of raising the probability of special pocket
monsters showing up at specific spots. This study took a mobile
game, Pokémon GO as a case and investigated the relationship
among technology acceptance, interpersonal relation, sense of
direction, and information literacy based on the model of
technology acceptance (TAM).
The total number of the valid questionnaires which were collected in Taiwan was 306. The result showed that social influence and enjoyment had an impact on mobile game users' behavioral intention. The mobile game's ease of use perceived by the users had an effect on enjoyment of the mobile game. In addition, from users' self-evaluation, they thought this game improved their interpersonal relation, sense of direction, and information literacy. Future studies can center on users from different countries and explore design elements of mobile games, marketing strategies, and the impact on users' mental and physical state.
Index Terms—Mobile game, augmented reality, sense of direction, interpersonal relation, technology acceptance model (TAM), Pokémon GO.
Peng-Chun Lin, Hsin-Ke Lu, and Yi-Hui Lin are with the Chinese Culture University, 231 Taipei, Taiwan (R.O.C.) (e-mail: pclin@sce.pccu.edu.tw, sklu@sce.pccu.edu.tw, yhlin@sce.pccu.edu.tw).
Wei-Huan Tsang is with the University of Sussex, BN1 9RH, United Kingdom (e-mail: wt83@sussex.uk).
The total number of the valid questionnaires which were collected in Taiwan was 306. The result showed that social influence and enjoyment had an impact on mobile game users' behavioral intention. The mobile game's ease of use perceived by the users had an effect on enjoyment of the mobile game. In addition, from users' self-evaluation, they thought this game improved their interpersonal relation, sense of direction, and information literacy. Future studies can center on users from different countries and explore design elements of mobile games, marketing strategies, and the impact on users' mental and physical state.
Index Terms—Mobile game, augmented reality, sense of direction, interpersonal relation, technology acceptance model (TAM), Pokémon GO.
Peng-Chun Lin, Hsin-Ke Lu, and Yi-Hui Lin are with the Chinese Culture University, 231 Taipei, Taiwan (R.O.C.) (e-mail: pclin@sce.pccu.edu.tw, sklu@sce.pccu.edu.tw, yhlin@sce.pccu.edu.tw).
Wei-Huan Tsang is with the University of Sussex, BN1 9RH, United Kingdom (e-mail: wt83@sussex.uk).
Cite: Peng-Chun Lin, Hsin-Ke Lu, Yi-Hui Lin, and Wei-Huan Tsang, "A Study of a Mobile Game on the Interrelationships of Technology Acceptance, Interpersonal Relation, Sense of Direction, and Information Literacy — A Case of Pokémon GO," International Journal of Information and Education Technology vol. 7, no. 12, pp. 942-947, 2017.