Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokémon GO Play

Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokémon GO Play

Shaojung Sharon Wang
ISBN13: 9781799824336|ISBN10: 1799824330|EISBN13: 9781799824343
DOI: 10.4018/978-1-7998-2433-6.ch018
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MLA

Wang, Shaojung Sharon. "Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokémon GO Play." Handbook of Research on the Global Impacts and Roles of Immersive Media, edited by Jacquelyn Ford Morie and Kate McCallum, IGI Global, 2020, pp. 371-392. https://doi.org/10.4018/978-1-7998-2433-6.ch018

APA

Wang, S. S. (2020). Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokémon GO Play. In J. Morie & K. McCallum (Eds.), Handbook of Research on the Global Impacts and Roles of Immersive Media (pp. 371-392). IGI Global. https://doi.org/10.4018/978-1-7998-2433-6.ch018

Chicago

Wang, Shaojung Sharon. "Spatial Immersion and Human Interaction: Comparing Cross-Generational Experiences of Pokémon GO Play." In Handbook of Research on the Global Impacts and Roles of Immersive Media, edited by Jacquelyn Ford Morie and Kate McCallum, 371-392. Hershey, PA: IGI Global, 2020. https://doi.org/10.4018/978-1-7998-2433-6.ch018

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Abstract

This study investigated how Pokémon GO play may integrate players' gaming experiences and physical environments to facilitate spatial-human immersions in psychologically meaningful ways. Two age groups that represent generational players were further compared. A survey of 1031 players found that co-presence was positively associated with game enjoyment and game involvement, and nostalgia was positively associated with game enjoyment. The mediation effect of nostalgia on game involvement through game enjoyment was significant and game involvement completely mediated the relationship between game enjoyment and place attachment. In the 35 years and older age group, the direct effect of nostalgia on game involvement and the indirect effect of nostalgia on game involvement through game enjoyment were both significant. Theoretical implications on linking spatial relationships and the process of movement in the immersive AR environment and connecting the media experiences from one's formative youth period to the world of technological advances are elaborated.

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