DEPARTMENT OF PSYCHOLOGY - Monk Prayogshala Working Paper # 2021-02 January, 2021
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Monk Prayogshala Working Paper # 2021-02 January, 2021 HOW TO CATCH ‘EM ALL? AN INVESTIGATION OF PERSONALITY AND GAMEPLAY STYLES IN POKÉMON GO Hansika Kapoor Anirudh Tagat Sampada Karandikar Arunima Ticku DEPARTMENT OF PSYCHOLOGY
How to Catch ‘Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO Hansika Kapoor Department of Psychology, Monk Prayogshala, Mumbai, India Anirudh Tagat Department of Economics, Monk Prayogshala, Mumbai, India Samapda Karandikar Department of Psychology, Monk Prayogshala, Mumbai, India Arunima Ticku Department of Psychology, Monk Prayogshala, Mumbai, India Address correspondence to Hansika Kapoor at hk@monkprayogshala.in The Psychology Working Papers are a series of ongoing research outputs from the Department of Psychology, Monk® Prayogshala®. The purpose of making these papers publicly available is to initiate dialogue and receive feedback on the preliminary work presented. The views and opinions expressed therein are those of the authors and do not necessarily reflect those of Monk Prayogshala, any supporting agencies, or any of its associated entities. Monk® Prayogshala® is a Section 8 company registered under the Indian Companies Act, 2013. The contents of this document are the Intellectual Property of Monk® Prayogshala ® (Sec. 25), a company incorporated under the provisions of the Companies Act, 1956 and having its registered office at 4114, Oberoi Garden Estates, C Wing, Next to Chandivali Studios, Powai, Mumbai 400 072, India. (C) Monk® Prayogshala®, 2011-2020. All rights reserved. The recipient of this document is not permitted to copy, make available, sell, disclose, publish, disseminate or otherwise transmit the information contained in this document without prior permission from Monk® Prayogshala®. We are thankful to administrators and moderators of r/PokemonGO subreddit for assistance with data collection. This paper has not been peer-reviewed; it is to be presented as a poster for the 2021 Annual Convention of the Society for Personality and Social Psychology.
PERSONALITY AND POKÉMON GO 2 How to Catch ‘Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO Abstract Pokémon GO, released in 2016, is an augmented reality video game requiring players to move around in the real world and catch Pokémon to complete their collection. As multiple self- and other-beneficial strategies can be used to advance in the game, the present study investigated personality and behavioral correlates of four kinds of gameplay: independent, social-dependent, active, and invested. A multinational sample of current Pokémon GO players was recruited (N = 516, Mage = 28.83 years, SD = 9.25) and responded to measures of bright and dark personality traits, as well as a questionnaire on Pokémon GO gameplay behaviors. Results indicated that older players and those with multiple accounts were more likely to engage in most forms of gameplay, whereas women were less likely to be active players. Among personality traits, psychopathy was a strong predictor of independent, social-dependent, and invested gameplay; agreeableness explained social-dependent strategies; conscientiousness was associated with being a regular player; and fairness contributed to spending more money on the game (invested gameplay). Limitations and suggestions for future research are discussed. Keywords: augmented reality; Big Five; Dark Triad; gaming; Pokémon GO
PERSONALITY AND POKÉMON GO 3 How to Catch ‘Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO Pokémon GO, a new addition to the Pokémon (short for Pocket Monsters) games, allows you to participate in a virtually simulated scavenger hunt that takes place in real locations. With a rating of 4.2 on Google Play Store, and a download count of 1,41,96,493 as of January 2021 (Pokémon GO – Apps on Google Play, n.d.), it has taken the gaming world by a storm. In its first week, it became the most downloaded app in history (Clark & Clark, 2016). According to Digital Stat, the game gained 26 million active daily users who use it for longer periods of time than Facebook, Twitter, and Snapchat combined (Clark & Clark, 2016). The Pokémon franchise had its inception as a gaming magazine, in the early 1980s in Japan. This trend was the brainchild of Satoshi Tajiri, the writer, and Ken Sugimore Tajiri, the illustrator. The logic of the game is that you start out with a single monster, with an aim encapsulated by the tell-tale tagline of the game: “Catch ‘em all.” The game became widely popular in Japan and eventually, in other countries. In 2016, Niantic, in collaboration with The Pokémon Company, developed an augmented reality game based on its preceding storylines. Pokémon GO can be played on smartphones and tablets, and uses the device’s GPS such that your real life location is linked with the virtual location of various Pokémon. The device can then be used to scan one’s surroundings to find a superimposed animation of a Pokémon on the screen. The players’ aim is to capture the Pokémon into a Pokéball (Madnani, 2016). Augmented reality games like Pokémon GO have become an important component of people’s lives; the gaming industry had approximately two billion users worldwide in 2015, and this number is projected to grow to over three billion users by 2023 (Number of active video gamers worldwide from 2015 to 2023 (in billions), 2021). With researchers asserting the role of augmented reality games as “third places,” they are being accepted widely in the forum of research on human
PERSONALITY AND POKÉMON GO 4 behavior. One such study was conducted by Colwell (2007), who suggested that such games fulfilled the following needs: ‘companionship,’ ‘prefer to friends,’ ‘fun challenge,’ and ‘stress relief.’ Yang and Liu (2017) identified factors that contributed to motivating one to play the game: fun, escapism, nostalgia, friendship maintenance, relationship initiation, and achievement. These games are also shown to help players get in touch with their ideal self as it allows one to display ideal-self characteristics during play (Przybylski et al., 2012). Moving away from the appeal of the games, research has also addressed their impact on one’s life, finding that playing Pokémon GO has significant correlations with higher physical activity levels, more socialization, and better mood on the days of gameplay (Marquet et al., 2017). Few researchers have also studied the integration of personality and Pokémon GO gameplay. For example, Tabacchi et al. (2017) found that early users of the game were high on introversion, agreeableness, and conscientiousness; those highly involved in the collection aspects of the game (such as catching more Pokémon) were high on extraversion and emotional stability, but less agreeable; and overall, one’s level of proficiency in the game was linked with openness. While there is a dearth of research addressing the dark side of personality in the context of Pokémon GO, few studies have linked the dark triad with problematic online gaming (POG). Specifically, Kircaburun et al. (2018) found that while the total effect of Machiavellianism and psychopathy on POG was not significant, the former was indirectly associated with POG via escape, competition, and fantasy motives and the latter via competition and skill development. Further, narcissism was linked with using online gaming facilities as a means of escape (Tang et al., 2020). Prosocial behavior has also been observed in the online space, wherein altruism and reciprocity play significant roles (C.-C. Wang & Wang, 2008). Some have put the onus of cooperativeness on game features that induce we-intentions. This can be done by positively increasing group norms, social identity, joint commitment, attitude towards cooperation, and
PERSONALITY AND POKÉMON GO 5 anticipated positive emotions (Morschheuser et al., 2017). On the other hand, cheating is also observed (Consalvo, 2005), including in Pokémon Go (Paay et al., 2018). Research has successfully addressed various aspects of online gaming, ranging from topics such as personality, behavior, and motivation. However, one gap in literature that warrants further research is the interaction of personality and specific types of gameplay. Whereas previous research has provided various insightful results regarding gameplay, certain issues remain unaddressed. First, different personality traits can be associated with and predict different kinds of gameplay - such as gameplay that involves playing with others, as opposed to playing by yourself. Second, there is a dearth of research regarding how one’s personality translates to self- or other- beneficial gameplay. This study also intends to examine the darker side of personality in the context of augmented reality gaming behavior. The links between personality and gameplay have been explored, and the existence of self- and other-beneficial gameplay has been established. The present research is proposed to fill this gap in literature by analyzing the gameplay styles and personality correlates of Pokémon GO (PoGo) players. This game was selected due to the diversity and latitude in gameplay that is afforded to its players, wherein individuals with different social preferences can choose to interact with and continue playing the game without significant hindrances to progress. Thus, the current study aims to investigate: RQ: Which personality factors are related to specific PoGo gameplay behaviors involving other people versus playing by yourself? In addition to self- and other-beneficial gameplay styles, we also considered active (regular) and invested styles; the latter involved behaviors like spending real money to buy in- game items.
PERSONALITY AND POKÉMON GO 6 Method Participants and Procedure Data were collected online using multiple-site entry methods (Reips, 2002) via Qualtrics. Participants were invited from popular forums where PoGo players interact, such as the subreddit r/pokemongo as well as social networking sites. A total of 516 individuals (208 women, 289 men, 18 gender unspecified; Mage = 28.83 years, SD = 9.25, range: 18–86) from 40 countries participated in the study (about 54% from the USA). Approximately 74% of all participants reported completing at least a high school degree, and 54% were currently employed while 26% were currently students. Participants were required to be over the age of 18 years and current Pokémon GO players; no other exclusion criteria were applied. Measures Pokémon GO Gameplay Participants answered questions pertaining to the duration for which they had been playing PoGo, and how many accounts they had. Thereafter, they responded to 34 items describing various gameplay behaviors and noted the frequency of engaging in each behavior in the past 6 months on a scale of 1 = not at all to 5 = very often (Appendix A). Nine items measured independent gameplay (e.g., “How often do you raid by yourself?”); twelve assessed social- dependent gameplay (e.g., “How often do you battle with other trainers?”); seven were indicators of active gameplay (e.g., “How often do you get your 7-day Research Breakthrough?”); and 3 items were indicators of invested gameplay (e.g., “How often do you spend real money to buy items from the In-Game Shop?). The scales were internally consistent: independent ɑ = .81; social- dependent ɑ = .81; active ɑ = .82; and invested ɑ = .75. Composite indicators of independent,
PERSONALITY AND POKÉMON GO 7 social-dependent, regular, and invested gameplay were computed and used in subsequent analyses. International Personality Item Pool (IPIP) The Big Five factors of extraversion, agreeableness, conscientiousness, emotional stability, and intellect/imagination were measured through the IPIP 50-item scale, in its 5-point Likert format (Goldberg et al., 2006; 1 = very inaccurate to 5 = very accurate). The internal consistency of the scales was high: extraversion ɑ = .91; agreeableness ɑ = .82; conscientiousness ɑ = .83; emotional stability ɑ = .89; and intellect/imagination ɑ = .77. Values in Action - Fairness (VA-fairness; Peterson & Seligman, 2004) This scale comprised 9 items assessing the extent to which individuals consider justice to be an important value that can be applied to themselves, assessed on a 5-point Likert scale (1 = very inaccurate to 5 = very accurate); the scale was internally consistent, ɑ = .74. Short Dark Triad (SD3) This 27-item measure (Jones & Paulhus, 2014) was administered to assess the dark personality traits of narcissism, Machiavellianism, and psychopathy. Participants rated the extent to which they agreed with the items on a 5-point Likert scale (1 = disagree strongly to 5 = agree strongly); the scales had good internal consistency: narcissism ɑ = .70; Machiavellianism ɑ = .76; psychopathy ɑ = .72. The Balanced Inventory of Desirable Responding Short Form (BIDR-16; Hart et al., 2015) This 16-item scale assessed whether participants were responding in a socially desirable manner, on a 7-point Likert scale (1 = strongly disagree to 7 = strongly agree). The BIDR was internally consistent, ɑ = .76. Moral Foundations Questionnaire (MFQ; Graham et al., 2011)
PERSONALITY AND POKÉMON GO 8 The MFQ is based on the Moral Foundations Theory (Graham et al., 2013), which proposes that humans are guided by five universal moral pillars: care, fairness, loyalty, authority, and purity. In this study, six items pertaining to the Fairness foundation were used to assess the overall concern of participants towards being fair to others. Three items required participants to indicate the relevance of certain considerations (e.g., whether or not someone acted unfairly) in deciding whether something was right or wrong on a 6-point Likert scale (0 = not at all relevant; 5 = extremely relevant). Three items assessed moral judgments of fairness (e.g., “Justice is the most important requirement for a society), on a 6-point Likert scale (0 = strongly disagree; 5 = strongly agree). The moral relevance scale was internally consistent, ɑ = .74, whereas the moral judgements scale was not, ɑ = .44. Therefore, the latter scale was not used in subsequent analyses. Results Table 1 displays the descriptive statistics of the gameplay indices and psychometric instruments used. Gender differences between men and women indicated that women were more agreeable, whereas men were more emotionally stable, had higher Dark Triad traits, and were more likely to be regular PoGo players. Table 2 displays correlations between types of gameplay and personality/behavioral measures. Multiple hierarchical linear regressions were used to assess the influence of demographics and personality on various types of Pokémon GO gameplay: demographics (Step 1: age, gender, education, employment); PoGo characteristics (Step 2: duration played, number of accounts, falsifying or ‘spoofing’ location); personality (Step 3: Big Five); and behavior and personality (Step 4: MFQ fairness, VA fairness, Dark Triad, social desirability); all regressions included country fixed effects to account for any location-specific differences. Results of the full models are displayed in Table 3.
PERSONALITY AND POKÉMON GO 9 The combination of demographic characteristics and personality-behavior variables explained about 21% of variance in independent gameplay, about 31% of variance in social- dependent gameplay, and 23% of variance each in active and invested gameplay. Being older and more educated predicted playing independently; women were less likely to be active players as compared to men; but being older predicted more active and invested gameplay. Having more accounts predicted all types of PoGo gameplay positively. Among personality traits, agreeableness predicted social-dependent gameplay; conscientiousness contributed to more active gameplay; and fairness predicted more invested gameplay. Psychopathy explained variance in all types of PoGo gameplay, except active gameplay, indicating that this may be a consistent personality trait among PoGo trainers (see also Figures 1 and 2). Discussion Pokémon GO is a novel and dynamic game worth examining within personality and behavioral contexts, in particular on account of it being an augmented-reality (AR) game that overlays gameplay on the real world. Furthermore, the game allows individuals with diverse personalities to interact with and presumably enjoy playing the game, in the process accumulating XP (Experience Points) and levelling up. In terms of the ultimate stated aim of the game (‘Gotta catch em all,’ referring to having a collection of all unique Pokémon), it is possible that players benefit from interaction and cooperative gameplay. Indeed, there is no one behavior or strategy that enables progressing through the game, but various combinations of gameplay that can be beneficial to oneself or others, sometimes even in equal measure. Although much of the research on this augmented reality game has been done with reference to impacts on physical activity (e.g., Howe et al., 2016; Nigg et al., 2017), the present study examined personality and behavioral characteristics of PoGo trainers. Specifically, we aimed to understand the contribution of different
PERSONALITY AND POKÉMON GO 10 bright (Big Five, fairness) and dark personality traits (Dark Triad) toward four types of PoGo gameplay styles. In general, older players were more likely to play the game independently, actively, and spend money on the game. This is consistent with research indicating how childhood brand nostalgia (of the Pokémon brand) can influence intentions to play PoGo as an adult (Harborth & Pape, 2020). Similarly, nostalgia was a prominent motivator to play Pokémon GO (Yang & Liu, 2017; Zsila et al., 2018). Women were less likely to engage in active and regular gameplay, in line with earlier work (Zsila et al., 2018). In addition, gameplay in Pokémon GO is largely driven by registering for and operating a single account, but players may create and use multiple accounts, potentially each belonging to a different team (notably this is against Niantic’s terms of service; Niantic, 2019). A greater number of PoGo accounts was associated with a higher likelihood of all forms of gameplay; multiple accounts were also positively related to cheating in the game, like spoofing one’s location (see also Paay et al., 2018). Among personality variables, higher levels of psychopathy were observed among players who engaged in independent, social-dependent, and invested gameplay. Psychopathic individuals exhibit traits of callousness, manipulation, deceit, and thrill-seeking. Such individuals are also impulsive in their actions; however, past research has indicated that impulsivity was not related to motives to play PoGo (Zsila et al., 2018). Alloway and Carpenter (2020), for example, found that playing Pokémon GO had no effect on empathy (which is closely linked to psychopathic traits), on account of the realism the game offers as well as the different styles of gameplay that one could use to progress through the game. It is also important to note that among gameplay behaviors involving battling or raiding, psychopathy was strongly and positively correlated with battling other trainers (r = .13, p = .003, Bonferroni-corrected). This is argued to be one of the more confrontational aspects of the game where players combat with each other to gain rewards.
PERSONALITY AND POKÉMON GO 11 Although it would be misleading to term PoGo as a violent videogame, past literature has identified associations between psychopathy and aggressive gameplay (e.g., Walther et al., 2012). Despite the influence of dark traits, agreeableness played an important role in contributing to social-dependent gameplay. To successfully engage in gameplay that is dependent on others, one may have to necessarily be more pleasant and friendly, suggesting a dual role of bright and dark dispositional traits affecting PoGo gameplay. This aspect is underscored by other work on Pokémon GO that suggests greater interaction with others is central to the gameplay (Aal & Hauptmeier, 2020; Hamari et al., 2019). For instance, one aspect of social-dependent gameplay is coordinating with other trainers to organize ‘raids,’ with a powerful Pokémon as a reward (Baranowski & Lyons, 2020; Bhattacharya et al., 2019). However, organizing more players for a raid serves a dual purpose: one’s own gain (XP, other rewards), but also that of others. Thus, it is important to be able to engage effectively with other trainers, particularly as the largest XP rewards come in the form of upgrading friendship levels and raids (with more difficult raids requiring more players guaranteeing higher XP and rewards). In terms of being a regular and active player, conscientiousness contributes to gameplay behaviors like getting streaks and walking regularly to achieve more in-game rewards. Last, fairness was associated with more invested gameplay, indicating that some considered spending real money to purchase in-game items as being an above-board means to progress in the game, as compared to cheating (Internicola & Thomasen, 2017; Paay et al., 2018). This means that invested gameplay could be perceived as a fair way to progress through the game, consistent with work on similarly modeled ‘freemium’ games (L. Wang et al., 2020). Limitations and Future Research
PERSONALITY AND POKÉMON GO 12 To the best of the authors’ knowledge, this was the first study to examine different categories of Pokémon GO gameplay that may be associated with different personality and behavioral characteristics. However, the investigation was not without limitations. First, we were unable to capture any information about trading within PoGo, which is a primary way to interact with other players. Future research can assess how specific preferences for trading can be associated with different personality and behavioral features. Second, the data was collected between May and July 2020, amidst the COVID-19 pandemic and at a time when the game was undergoing changes to permit gameplay from home. However, the instructions specifically required participants to respond on the basis of their regular gameplay experience and not with reference to the past few weeks. Third, we did not have information on existing and active communities within which gameplay was coordinated and communicated. For instance, some cities and districts have PoGo communities on Facebook or Discord to coordinate social aspects of gameplay. Future research can consider including information on the same to increase the richness of interpretations drawn from the data. In sum, considering the significant role played by psychopathy in Pokémon GO gameplay, it is recommended to examine this trait and its categorizations of primary and secondary psychopathy in explaining specific gaming behaviors. Understanding the association between these traits and gameplay may also better situate work on mental health benefits (e.g. lower anxiety) associated with gameplay in the past.
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PERSONALITY AND POKÉMON GO 18 Table 1 Summary Statistics Overall Male Female Variable Mean SD Mean SD Mean SD t-test Duration played 3.07 1.24 3.10 1.22 3.03 1.27 0.66 No. of accounts 1.35 0.76 1.41 0.84 1.27 0.62 2.01 Spoof location 1.14 0.55 1.15 0.58 1.12 0.51 0.64 Extraversion 2.70 0.91 2.79 0.91 2.57 0.89 2.51 Agreeableness 3.87 0.62 3.76 0.63 4.02 0.58 -4.55*** Conscientiousness 3.37 0.70 3.35 0.69 3.39 0.72 -0.48 Emotional Stability 2.91 0.83 3.10 0.83 2.66 0.77 5.68*** Intellect / Imagination 3.84 0.55 3.85 0.57 3.84 0.53 0.09 MFQ Fairness 5.00 0.79 4.91 0.85 5.11 0.70 -2.65 VA-Fairness 4.13 0.52 4.08 0.53 4.20 0.49 -2.38 Machiavellianism 3.02 0.70 3.14 0.71 2.85 0.65 4.80*** Narcissism 2.56 0.64 2.70 0.63 2.36 0.61 6.07*** Psychopathy 2.08 0.65 2.25 0.63 1.85 0.59 7.25*** Social desirability 4.00 0.77 4.04 0.77 3.94 0.77 1.46 Independent Gameplay 3.76 0.64 3.81 0.63 3.69 0.66 2.07 Social Gameplay 2.68 0.62 2.73 0.65 2.62 0.58 2.04 Active Gameplay 3.96 0.73 4.06 0.70 3.81 0.74 3.92*** Invested Gameplay 1.89 0.82 1.83 0.80 1.99 0.84 -2.13 Observations 497 289 208 Note: Bonferroni corrections applied to p-values, *** p < .002.
PERSONALITY AND POKÉMON GO 19 Table 2 Zero-order correlations between gameplay styles and personality/behavior variables 1 2 3 4 5 6 7 8 9 10 1.Duration played 1 2. No. of accounts 0.03 1 3. Spoof location -0.03 0.14*** 1 4. Extraversion 0.07 0.08 0.06 1 5. Agreeableness 0.06 0.01 0.02 0.29*** 1 6. Conscientiousness 0.07 -0.02 -0.06 0.10** 0.18*** 1 7. Emotional Stability 0.08 0.02 0.03 0.20*** 0.07 0.29*** 1 8. Intellect / Imagination 0.03 0.00 0.03 0.29*** 0.28*** 0.18*** 0.09 1 9. MFQ Relevance 0.06 0.01 -0.04 0.07 0.27*** 0.03 -0.09** 0.22*** 1 10. IPIP Fairness 0.07 -0.06 0.03 0.06 0.49*** 0.35*** 0.22*** 0.25*** 0.25*** 1 11. Machiavellianism 0.00 0.05 0.12*** -0.09 -0.30*** -0.15*** -0.18*** -0.11** -0.02 -0.37*** 12. Narcissism 0.04 0.08 0.10** 0.64*** 0.09** 0.08 0.21*** 0.27*** -0.07 -0.03 13. Psychopathy 0.03 0.15*** 0.09 0.13*** -0.30*** -0.27*** -0.21*** -0.09** -0.14*** -0.37*** 14. Social desirability 0.00 -0.03 -0.04 0.19*** 0.15*** 0.40*** 0.52*** 0.16*** -0.01 0.44*** 15. Independent Gameplay 0.04 0.19*** -0.02 0.13*** 0.05 0.10** 0.04 0.16*** 0.02 0.00 16. Social Gameplay 0.08 0.31*** 0.05 0.17*** 0.11** 0.06 0.01 0.07 -0.04 0.06 17. Active Gameplay 0.02 0.18*** -0.07 0.14*** 0.02 0.13*** 0.09** 0.12*** -0.03 0.03 18. Invested Gameplay 0.09 0.21*** -0.01 0.02 0.11** -0.002 -0.09** 0.10** 0.04 0.11**
PERSONALITY AND POKÉMON GO 20 11 12 13 14 15 16 17 18 1.Duration played 2. No. of accounts 3. Spoof location 4. Extraversion 5. Agreeableness 6. Conscientiousness 7. Emotional Stability 8. Intellect / Imagination 9. MFQ Relevance 10. IPIP Fairness 11. Machiavellianism 1 12. Narcissism 0.21*** 1 13. Psychopathy 0.55*** 0.33*** 1 14. Social desirability -0.38*** 0.11** -0.33*** 1 15. Independent Gameplay 0.06 0.06 0.10** 0.07 1 16. Social Gameplay 0.05 0.15*** 0.15*** 0.12*** 0.52*** 1 17. Active Gameplay -0.01 0.07 0.05 0.10** 0.74*** 0.54*** 1 18. Invested Gameplay -0.02 0.00 0.05 0.01 0.25*** 0.34*** 0.27 1 Note. *** p < .001, ** p < .01, *p < .05
PERSONALITY AND POKÉMON GO 21 Table 3 Hierarchical regression analysis with personality and behavioral variables predicting gameplay styles Gameplay Style Social- VARIABLES Independent Dependent Active Invested Age (years) 0.0435* 0.0304 0.0611** 0.0488* (0.0176) (0.0199) (0.0186) (0.0239) Age2 -0.000422 -0.000283 -0.000699** -0.000409 (0.000222) (0.000269) (0.000226) (0.000317) Female (Gender) -0.105 -0.00843 -0.270** 0.0998 (0.0805) (0.0656) (0.0865) (0.0909) Prefer not to say (Gender) -0.0278 -0.243 -0.322 -0.0773 (0.214) (0.168) (0.209) (0.305) Other (Gender) 0.0838 0.0789 -0.291 0.104 (0.190) (0.192) (0.224) (0.240) Education (years) 0.0443* -0.00181 0.0412 -0.00907 (0.0201) (0.0182) (0.0232) (0.0267) Employment -0.00933 0.00635 0.00650 -0.0273 (0.0184) (0.0169) (0.0210) (0.0209) Duration Played 0.00195 0.0195 -0.00933 0.0279 (0.0227) (0.0217) (0.0270) (0.0297) No. of accounts 0.146*** 0.189*** 0.150*** 0.153* (0.0399) (0.0403) (0.0407) (0.0649) Spoof location 0.00746 0.00760 -0.0555 -0.000489 (0.0577) (0.0565) (0.0655) (0.0981) Extraversion 0.0510 0.0263 0.0855 -0.0409 (0.0426) (0.0411) (0.0442) (0.0609) Agreeableness 0.0504 0.146** 0.0152 0.0902 (0.0659) (0.0532) (0.0714) (0.0773)
PERSONALITY AND POKÉMON GO 22 Conscientiousness 0.0714 0.0466 0.118* -0.0999 (0.0489) (0.0495) (0.0534) (0.0605) Emotional Stability -0.0187 -0.0431 0.00706 -0.106 (0.0504) (0.0407) (0.0533) (0.0607) Intellect / Imagination 0.121 0.0185 0.0663 0.129 (0.0630) (0.0562) (0.0748) (0.0871) MFQ Fairness -0.00596 -0.0232 -0.0309 -0.0522 (0.0459) (0.0412) (0.0499) (0.0538) VA-Fairness -0.0234 -0.0108 0.0337 0.260** (0.0860) (0.0731) (0.0894) (0.0935) Machiavellianism 0.0588 0.0725 -0.0157 0.0562 (0.0576) (0.0517) (0.0643) (0.0740) Narcissism -0.102 -0.00303 -0.0950 -0.0289 (0.0683) (0.0620) (0.0769) (0.0966) Psychopathy 0.144* 0.136* 0.115 0.179* (0.0698) (0.0620) (0.0774) (0.0903) Social desirability 0.0254 0.0858 0.000837 0.0326 (0.0527) (0.0504) (0.0600) (0.0701) Constant 0.763 -0.286 1.715** -1.513 (0.825) (0.577) (0.612) (0.866) Observations 454 454 454 454 R-squared 0.206 0.306 0.228 0.227 Robust standard errors in parentheses *** p < .001, ** p < .01, *p < .05
PERSONALITY AND POKÉMON GO 23 Figure 1. Predictors of independent and social-dependent gameplay.
PERSONALITY AND POKÉMON GO 24 Figure 2. Predictors of active and invested gameplay.
PERSONALITY AND POKÉMON GO 25 Appendix: Pokémon GO Questionnaire 1. Please select how long you have been playing Pokémon Go in years and months: a. Range from 0 to 4 years b. Range from 1 to 12 months 2. How many Pokémon Go accounts do you have? a. 1 b. 2 c. 3 d. 4 e. 5 f. 6 g. 7 h. 8 i. 9 j. 10 or more 3. With respect to how you play Pokémon Go, how often do you… (Respond to these questions as per your regular gameplay experience in the past six months, not just during the past month or week). 1 = Not at all, 2 = Rarely, 3 = Sometimes, 4 = Often, 5 = Very Often Item No. Item Statement Gameplay Type 1 Raid by yourself Independent 2 Battle with Team Leaders Independent 3 Battle in gyms Independent 4 Get your 7-day Pokémon Catch streak Independent / Active 5 Get your 7-day Pokémon Spin streak Independent / Active 6 Get your 7-day Research Breakthrough Independent / Active 7 Complete Field Research Tasks Independent / Active 8 Take down opposing teams’ gyms by yourself Independent 9 Feed berries to your Pokémon in gyms Independent 10 Feed berries to others’ Pokémon in gyms -
PERSONALITY AND POKÉMON GO 26 11 Walk at least 5km per week Active 12 Walk at least 25km per week Active 13 Walk at least 50km per week Active 14 Set up lure module(s) - 15 Raid with other trainers Social 16 Raid with other trainers by actively Social organizing/leading raids 17 Exit an ongoing raid lobby to help other trainers in a Social new lobby 18 Take down opposing teams’ gyms with other Social players 19 Take down opposing teams’ gyms to get coins for Social other trainers 20 Take down opposing teams’ gyms to get coins for Social your alternate account 21 Battle with other trainers Social 22 Participate in Trainer Battle Tournaments (e.g. Social organized locally by Silph) 23 Trade with other trainers Social 24 Add new friends Social 25 Send gifts to friends Social 26 Open gifts from friends Social 27 Coordinate to use a lucky egg before friendship - level ups 28 Become new friends to lower stardust cost for an - upcoming trade 29 Spend real money to buy items from the Shop. How Invested much money do you spend on a weekly basis (approx. USD)? 30 Spend own money to buy items from the Shop Invested 31 Spend others' money to buy items from the Shop. If Invested yes, how much money is this on a weekly basis
PERSONALITY AND POKÉMON GO 27 (approx. USD)? 32 Spend others' money to buy items from the Shop. If Invested yes, whose money is this? 33 Spoof your location - 34 Use third party apps to boost gameplay experience - (e.g., Defit) Note. Items 10, 14, 27, 28, 33 and 34 were not included in computations of gameplay styles as they were either infrequent or irrelevant behaviors. The response to Item 33 constituted whether players reported spoofing their location in the game. Independent: gameplay behaviors that can be carried out individually without coordination or support from other players Social-dependent: gameplay behaviors that rely on interacting with others (either virtually or physically) Active: gameplay behaviors that indicate frequent and regular gameplay, often independent in nature Invested: gameplay behaviors that involve spending money on in-game items
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