Pokémon Go: Competitive, Social, and TV Viewing Gratifications

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Homework Assignment
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This assignment analyzes the mobile game Pokémon Go, exploring the user's experience regarding its social and competitive aspects. The author reflects on their personal enjoyment of both elements, highlighting how the game encouraged physical activity and social interaction. The analysis delves into the TV viewing gratifications that apply to the game, drawing parallels between the successful cartoon series and the game's appeal. It also identifies other motivations for using interactive platforms like Pokémon Go, such as virtual reality, competitiveness, and increased social circles. The assignment references statistical data on increased physical activity levels among users and acknowledges the game's infrastructural challenges while celebrating its success in promoting enjoyment and connection. The assignment concludes by emphasizing the game's role in connecting individuals with the physical world.
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[Date] Pokémon-Go
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Question: If you play or played Pokémon Go, did you enjoy the competitive nature of it or the
social contact that it afforded more? Or both? Why?
Answer: Pokémon Go is a very user interactive fictional game developed by Niantic. On the
very first day of its release, the game was downloaded over 10 million times, marking its success
in the world of mobile games. It offers next level of virtual reality and allows users to leave
houses and physically motivate them to catch and play. I personally enjoyed both parameters
involving social contact and the competitiveness it offers. It made me get out of my comfort
zone, ran extra miles in the neighborhood to catch them virtually. This game not only challenged
me physically but also offered a chance to interact socially with nearby users and gave a brisk of
fresh air. We use to bump into each other while playing it and thus increasing the margin of our
social lives which other games lack to provide on a social level (McCartney 2016). The game
encourages community development and also provides a common platform to share with other
users. The game challenges and motivates persons of all age and profession to step out and have
fun where they get a chance to share their strategies and overcoming social restrictions which
were sought due to modern technical games. Despite having infrastructural challenges, the game
came out be a huge success as it shared enjoyment and joy which were deep buried due to
technical advancements and modernization. This game offers connection and interaction with
other individuals who otherwise are hoodwinked by social anxiety or social awkwardness. All in
all this game provides one’s interaction with the physical world rather than close oneself from it.
Question: Which of the typical TV viewing gratifications sought also apply to your use of the
interactive platform discussed above (i.e., Pokémon Go, or of your choosing)? Please explain.
Can you think of any motivations not listed here that drive you to use this interactive platform?
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Pokémon-Go
Answer: In the modern era where every knowledge and source is posted online, TV
gratifications play a vital role in the use of these interactive platforms. Pokémon Go is a modern
version of highly successful cartoon series Pokémon that offers a new experience in virtual
reality (Serino et al 2016). It took Niantic ten years to build the infrastructure of the game and
launch it on the social platform. This success rate was attributed to the liking of the cartoon
series as everyone was reminded of his or her childhood days. The other parameter that
motivated people to download the game was its international launch on all mobile platforms. The
download was not restricted to any platform and was made available without any downloading
charges. The funny clips and users sharing their experience created more enthusiasm for
downloading and playing this game. Although there were several complaints registered against
the use of this game, as people started trespassing properties, got involved in accidents and
risking their lives, etc. There are several parameters that motivate any user to use these
interactive platforms:-
Are a source to next generation virtual reality
Add competitiveness
Mixture of fun and risk
Challenges on physical level
Increases social circle
Increases technical knowledge and creates interest
Some statistical data (Althoff et al 2016) that was measured after the launch of this game in the
US:-
Average step count was increased by 1473/day by the users, and that counts to increase
by 25%.
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Pokémon-Go
The game has added roughly about 144 billion steps to US physical activity.
The physical activity of the students in the US was increased from 50 minutes to 150
minutes per day.
Although the game and use of these interactive platforms offer numerous benefits but adverse
effects are also associated with the risk of injury, violence, trespassing, abduction or cost.
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Pokémon-Go
References:-
1. Althoff, T., White, R. W., & Horvitz, E. (2016). Influence of Pokémon Go on physical
activity: Study and implications. Journal of Medical Internet Research, 18(12).
2. McCartney, M. (2016). Margaret McCartney: Game on for Pokémon Go. BMJ: British
Medical Journal (Online), 354.
3. Serino, M., Cordrey, K., McLaughlin, L., & Milanaik, R. L. (2016). Pokémon Went and
augmented virtual reality games: a cautionary commentary for parents and pediatricians.
Current opinion in pediatrics, 28(5), 673-677.
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