title: Who Is Still Playing Pokémon Go? A Web-Based Survey.
abstract: BACKGROUND
  Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term.
  
  
  OBJECTIVE
  In this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity.
  
  
  METHODS
  A total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokémon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory.
  
  
  RESULTS
  In total, 81 active, 56 former, and 62 nonusers of Pokémon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokémon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokémon, such as catching all possible Pokémon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokémon Go nor their abandonment of the game.
  
  
  CONCLUSIONS
  The results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokémon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity.
authors.affiliation: Institute of Industrial Engineering and Ergonomics, Department of Mechanical Engineering, RWTH Aachen University, Aachen, Germany.
authors.forename: Peter
authors.identifier: http://orcid.org/0000-0001-7974-8668
authors.initials: P
authors.lastname: Rasche
authors.affiliation: Doctoral Programme GROW "Gerontological Research On Well-Being", University of Cologne, Cologne, Germany.
authors.forename: Anna
authors.identifier: http://orcid.org/0000-0003-0174-3490
authors.initials: A
authors.lastname: Schlomann
authors.affiliation: Institute of Industrial Engineering and Ergonomics, Department of Mechanical Engineering, RWTH Aachen University, Aachen, Germany.
authors.forename: Alexander
authors.identifier: http://orcid.org/0000-0002-3703-0401
authors.initials: A
authors.lastname: Mertens
keywords: Pokémon Go; cell phones; games; mobile apps; recreational