| Literature DB >> 33642652 |
Yuntao Guo1,2, Srinivas Peeta3, Shubham Agrawal4, Irina Benedyk5.
Abstract
This study aims to understand the impacts of Pokémon GO, a popular location-based augmented reality (AR) mobile gaming app, on route and mode choices. Pokémon GO leverages AR to introduce virtual objects at fixed and dynamic locations that translate through the app interface to incentives in the real world that potentially influence users' route and mode choices. Its gaming nature and social components can possibly enhance long-term user engagement through applying the characteristics of game elements and providing opportunities for competition, collaboration, companionship, and social reinforcement. An online survey is conducted to collect the self-reported behavior of a group of Pokémon GO users to explore its impacts on the following aspects of travel behavior: (1) the frequency of changing the route to interact with virtual objects; (2) the likelihood of carpooling more instead of driving alone for more in-app collaboration; and (3) the likelihood of shifting mode from drive alone to public transit, walking, and cycling if provided with additional incentives. The ordered survey responses including frequency and likelihood are analyzed using random parameters ordered probit models to account for the unobserved heterogeneity across users and identify subpopulations of travelers who are more susceptible to the influence of Pokémon GO. The modeling results identify four types of variables (attitude and perceptions related to Pokémon GO, app engagement, play style, and sociodemographic characteristics) that affect users' travel behavior. The results illustrate that such apps with integrated AR, gamification, and social components can be used by policymakers to influence various aspects of travel behavior. The study findings and insights can provide valuable feedback to system operators for designing such apps to dynamically manage traffic in real-time and promote long-term sustainable mode shifts.Entities:
Keywords: Augmented reality; Gamification; Mobile apps; Mode choice; Pokémon GO; Route choice; Social interactions
Year: 2021 PMID: 33642652 PMCID: PMC7903220 DOI: 10.1007/s11116-021-10181-9
Source DB: PubMed Journal: Transportation (Amst) ISSN: 0049-4488 Impact factor: 4.814
Mobile apps for behavioral intervention strategies and Pokémon GO
| App | Info-Feedback | Design purpose | Benefits | Gamification | Social components | Proposed year | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Economic | Health | Environmental | Active | Route | Mode | System | Indirect tangible | Direct tangible | Intangible | Badge | Point & leaderboard | Quest | Comparison | Competition | Sharing | Collaboration | ||
| Ubigreen | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2008 | |||||||||||
| PEIR | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2009 | |||||||||||
| i-Tour | ✓ | ✓ | ✓ | ✓ | ✓ | 2011 | ||||||||||||
| Tripzoom | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2012 | |||||
| SUPERHUB | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2012 | |||||
| MatkaHupi | ✓ | ✓ | ✓ | ✓ | ✓ | 2013 | ||||||||||||
| Peacox | ✓ | ✓ | ✓ | ✓ | 2013 | |||||||||||||
| QT | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2013 | ||||||||||
| IPET | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2014 | |||||||
| Viaggia | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2014 | ||||||
| trafficO2 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2015 | |||||||
| Metropia | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2015 | |||||||||||
| IAM | ✓ | ✓ | ✓ | ✓ | 2017 | |||||||||||||
| MM | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2017 | ||||||
| MUV | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2017 | ||
| Tripod | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2018 | |||||||||
| RMTP | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2019 | |||||||
| Roider et al. ( | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2019 | ||||||
| Pokémon GO | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | 2016 | ||||||
Active (promoting physical activities); Route (promoting route change); Mode (promoting mode change); System (improving system-level performance)
Fig. 1Pokémon GO user map interface (a) and corresponding OpenStreetMap display (b)
Fig. 2Pokémon GO wild encounter (a), item collection (b), and virtual badges (c)
Fig. 3Survey flow
Characteristics of participants
| Users | Non-users | ||
|---|---|---|---|
| Number of participants | 493 | 524 | N/A |
| Gender (percentage) | 0.99 | ||
| Male | 54.6 | 54.4 | |
| Female | 45.4 | 45.6 | |
| Age (percentage) | 0.12a | ||
| 25 or younger | 45.9 | 42.7 | |
| 26–35 | 38.0 | 40.1 | |
| Older than 35 | 16.1 | 17.2 | |
| Average | 28.6 | 29.2 | |
| Marital status (percentage) | 0.17 | ||
| Married | 32.0 | 32.3 | |
| Single | 64.5 | 61.8 | |
| Other | 3.5 | 5.9 | |
| Education (percentage) | 0.01* | ||
| Without college degree | 24.7 | 18.5 | |
| College degree | 38.4 | 34.7 | |
| Post graduate degree | 36.9 | 46.8 | |
| Employment status (percentage) | 0.00* | ||
| Employed full- or half-time | 50.0 | 42.9 | |
| Student | 41.2 | 53.2 | |
| Others | 8.8 | 3.9 | |
| Income (percentage) | 0.00* | ||
| Under $25,000 | 39.2 | 29.2 | |
| $25,000–$50,000 | 20.0 | 31.5 | |
| Over $50,000 | 40.8 | 39.3 | |
| Hours of exercise per week (percentage) | 0.48a | ||
| Under 2 h | 15.6 | 14.2 | |
| 2–7 h | 61.7 | 63.5 | |
| Over 7 h | 22.7 | 22.3 | |
| Average (hours) | 5.14 | 5.0 | |
| Residential location’s levels of urbanization (percentage) | 0.63 | ||
| Urban | 34.7 | 36.8 | |
| Suburban | 53.9 | 51.0 | |
| Rural | 11.4 | 12.2 | |
| Licensed drivers (having a valid U.S. driver licenses) and use driving alone mode as their most common mode to work/school | 400 | 431 | |
| Have a valid U.S. driver license for 5 years or more among drivers | 70.3 | 60.1 | 0.02* |
| Drive 15,000 miles or more annually among drivers | 15.3 | 10.6 | 0.04* |
| Self-identified bus riders (answered “yes” to “do you ride a bus”) (percentage) | 33.3 | 25.3 | 0.01* |
| Self-identified bike riders (answered “yes” to “do you ride a bike”) (percentage) | 34.1 | 52.8 | 0.00* |
| Wear or carry a device that tracks steps (percentage) | 43.6 | 45.9 | |
| Average number of steps per day | 6727 | N/A | 0.01*a,b |
| Current average number of steps per day (after playing Pokémon GO) among those with tracking device | 9487 | 7606 | |
| Average number operative automobiles per household | 2.91 | 2.72 | 0.01* |
| Average number of persons per household | 2.63 | 2.51 | 0.15 |
*Means users and non-users have different in the category
aAge, hours of exercise, number of steps per day, number of operative automobile and persons in the household were recorded as integers. Hence, two-sample t-tests were used assuming unequal variances
bThis comparison is between the average number of steps of users before playing Pokémon GO and the average number of steps of non-users
Travel mode shift for (a) work and (b) non-work trips because of Pokémon GO (N = 493)
| Before | After | Before total | ||||
|---|---|---|---|---|---|---|
| Driving alone | Carpooling | Walking | Transit | Biking | ||
| (a) | ||||||
| Driving alone | 417 | |||||
| Carpooling | 19 | |||||
| Walking | 18 | |||||
| Transit | 28 | |||||
| Biking | 10 | |||||
| After total | 400 | 14 | 49 | 22 | 8 | 493 |
| (b) | ||||||
| Driving alone | 405 | |||||
| Carpooling | 30 | |||||
| Walking | 22 | |||||
| Transit | 29 | |||||
| Biking | 7 | |||||
| After total | 352 | 29 | 83 | 17 | 12 | 493 |
The bold numbers indicate people who made the mode shift; the italic numbers indicate people who did not make a mode shift (has the same mode of transportation before and after using Pokémon GO)
Travel decisions of interest for users who drive, in percentage (N = 400)
| Never | Rarely | Sometimes | Most of the time | Almost always | |
|---|---|---|---|---|---|
| How frequently do you change route for work trips to interact with PokéStops and Pokémon Gyms (i.e., fixed-location virtual objects)? (WORK) | 31.8 | 26.9 | 30.5 | 6.3 | 4.5 |
| How frequently do you change route for non-work trips to interact with PokéStops and Pokémon Gyms? (NON-WORK) | 17.0 | 20.5 | 45.9 | 11.8 | 4.9 |
| How frequently do you change route for catching Pokémon (i.e., dynamic-location virtual objects)? (DYNAMIC) | 27.8 | 28.8 | 30.8 | 9.5 | 3.0 |
The abbreviations for these variables are shown in parentheses
Descriptive statistics of independent variables (N = 400)
| Never | Rarely | Sometimes | Most of the time | Almost always | |
|---|---|---|---|---|---|
| How frequently do your passenger(s) use Pokémon GO while you are driving? | 10.8 | 10.5 | 47.9 | 14.3 | 16.5 |
| How frequently do you intentionally drive slower than the traffic because of using Pokémon GO? | 35.8 | 23.9 | 28.5 | 6.8 | 5.0 |
| How frequently do you carpool to play Pokémon GO? | 63.5 | 13.7 | 13.5 | 5.9 | 3.4 |
| How frequently do you use Pokémon GO while walking? | 1.0 | 5.5 | 25.7 | 28.2 | 39.6 |
| How frequently do you use Pokémon GO while driving? | 25.7 | 28.4 | 27.8 | 9.3 | 8.8 |
Correlation matrix of independent variables
*Interpretation of correlation coefficients is based on Akoglu (2018)
Model estimation results for route change frequency for work trip (N = 400) [WORK]
| Variable | Coefficient | Never | Rarely | Sometimes | Most of the time or almost always | |
|---|---|---|---|---|---|---|
| Constant | 0.145 | |||||
| Extremely familiar indicator (1, if user is “extremely familiar” with Pokémon GO; 0, otherwise) | 0.278 | 2.098 | − 0.092 | − 0.016 | 0.075 | 0.033 |
| Not safe indicator (1, if user considers using Pokémon GO while driving is “definitely” or “probably” dangerous; 0, otherwise) | − 0.515 | − 2.493* | 0.140 | 0.063 | − 0.115 | − 0.088 |
| Walk more indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them walk more; 0, otherwise) | 0.387 | 2.350* | 2.350 | − 0.134 | − 0.011 | − 0.105 |
| Extremely likely to use indicator (1, if user is “extremely likely” to use Pokémon GO for the next three months; 0, otherwise) | 0.332 | 2.682 | − 0.106 | − 0.023 | 0.087 | 0.042 |
| Pay indicator (1, if user spends “at least $10” on Pokémon GO; 0, otherwise) | 0.082 (0.541) | 0.641 (5.337 | − 0.026 | − 0.006 | 0.022 | 0.010 |
| Carpool indicator (1, if user “almost always” or “most of time” carpools to collaborate in Pokémon GO; 0, otherwise) | 0.038 (0.054) | 0.270 (2.483*) | − 0.012 | − 0.003 | 0.010 | 0.005 |
| Induced driving indicator (1, if user drives around because of Pokémon GO “at least twice a week”; 0, otherwise) | 0.439 | 2.898** | − 0.132 | − 0.041 | 0.109 | 0.063 |
| Slow indicator (1, if user “almost always” or “most of the time” intentionally drives slower because of using Pokémon GO; 0, otherwise) | 0.850 | 4.300** | − 0.211 | − 0.117 | 0.162 | 0.166 |
| Short driving time indicator (1, if user’s driving distance to work is 20 min or less; 0, otherwise) | 0.083 (0.077) | 0.670 (2.108 | − 0.027 | − 0.005 | 0.022 | 0.010 |
| μ1 | 0.863 | 11.254 | ||||
| 2.182 | 16.986 | |||||
| AIC | 2.028 | |||||
| AICc | 2.023 | |||||
| McFadden pseudo-R2 | 0.104 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Model estimation results for route change frequency for nonwork trip (N = 400) [NON-WORK]
| Variable | Coefficient | Never | Rarely | Sometimes | Most of the time or almost always | |
|---|---|---|---|---|---|---|
| Constant | 0.219 | |||||
| Extremely familiar indicator (1, if user is “extremely familiar” with Pokémon GO; 0, otherwise) | 0.615 | 4.530 | − 0.070 | − 0.132 | 0.142 | 0.060 |
| Should not be forbidden indicator (1, if user considers using Pokémon GO while driving should “definitely” or “probably” not be forbidden; 0, otherwise) | − 0.203 (0.449) | − 1.021 (2.590 | 0.022 | 0.045 | − 0.047 | − 0.020 |
| Healthy indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them healthier; 0, otherwise) | 0.454 | 3.411 | − 0.048 | − 0.098 | 0.100 | 0.464 |
| Pay indicator (1, if user spends “at least $10” on Pokémon GO; 0, otherwise) | 0.148 (1.012) | 1.017 (4.215 | − 0.014 | − 0.032 | 0.029 | 0.017 |
| Carpool indicator (1, if user “almost always” or “most of time” carpools to collaborate in Pokémon GO; 0, otherwise) | 0.657 (1.055) | 4.053 (7.198 | − 0.050 | − 0.131 | 0.089 | 0.093 |
| Induced driving indicator (1, if user drives around just to play Pokémon GO “at least twice a week”; 0, otherwise) | 0.743 | 4.135 | − 0.057 | − 0.147 | 0.098 | 0.106 |
| Slow indicator (1, if user “almost always” or “most of the time” intentionally drives slower because of using Pokémon GO; 0, otherwise) | 1.204 | 5.224 | − 0.059 | − 0.193 | 0.003 | 0.250 |
| Young indicator (1, if user is 25 or younger; 0, otherwise) | 0.333 | − 2.585 | − 0.034 | − 0.072 | 0.072 | 0.035 |
| μ1 | 1.077 | 11.793 | ||||
| 2.570 | 17.836 | |||||
| AIC | 2.028 | |||||
| AICc | 2.023 | |||||
| McFadden pseudo-R2 | 0.126 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Model estimation results for route change frequency during the trip (N = 400) [DYNAMIC]
| Variable | Coefficient | Never | Rarely | Sometimes | Most of the time or almost always | |
|---|---|---|---|---|---|---|
| Constant | 1.181 | |||||
| Extremely likely to use indicator (1, if user is “extremely likely” to use Pokémon GO for the next three months; 0, otherwise) | 0.264 | 2.129 | − 0.070 | − 0.033 | 0.077 | 0.026 |
| Driving increase indicator (1, if user considers using Pokémon GO “definitely” or “probably” increases weekly driving distance; 0, otherwise) | 0.455 | 2.530 | − 0.111 | − 0.068 | 0.127 | 0.053 |
| Walk more indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them walk more; 0, otherwise) | 0.489 | 2.786 | − 0.149 | − 0.033 | 0.145 | 0.037 |
| Should not be forbidden indicator (1, if user considers using Pokémon GO while driving should “definitely” or “probably” not be forbidden; 0, otherwise) | 0.114 (1.243) | 0.618 (6.459 | − 0.030 | − 0.016 | 0.033 | 0.012 |
| Induced driving indicator (1, if user drives around because of Pokémon GO “at least twice a week”; 0, otherwise) | 0.292 | 2.793 | − 0.074 | − 0.041 | 0.084 | 0.032 |
| Slow indicator (1, if user “almost always” or “most of the time” intentionally drives slower because of using Pokémon GO; 0, otherwise) | 0.489 (1.185) | 2.270 (5.787 | − 0.110 | − 0.083 | 0.129 | 0.065 |
| Walk and use indicator (1, if user “almost always” or “most of the time” uses Pokémon GO while walking; 0, otherwise) | − 0.042 (0.520) | − 0.292 (7.003 | 0.011 | 0.005 | − 0.012 | − 0.004 |
| Young indicator (1, if user is 25 or younger; 0, otherwise) | 0.074 (0.715) | 0.551 (7.138 | ||||
| μ1 | 1.077 | 11.793 | ||||
| 2.570 | 17.836 | |||||
| AIC | 2.319 | |||||
| AICc | 2.316 | |||||
| McFadden pseudo-R2 | 0.071 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Model estimation results for likelihood of increased carpooling for more in app benefits (N = 400) [CARPOOL]
| Variable | Coefficient | Extremely unlikely | Unlikely | Neutral | Likely or extremely likely | |
|---|---|---|---|---|---|---|
| Constant | − 0.545 | |||||
| Should not be forbidden indicator (1, if user considers using Pokémon GO while driving should “definitely” or “probably” not be forbidden; 0, otherwise) | 0.147 (0.779) | 1.152 (5.438 | − 0.055 | − 0.004 | 0.028 | 0.030 |
| Driving increase indicator (1, if user considers using Pokémon GO “definitely” or “probably” increases weekly driving distance; 0, otherwise) | 0.903 | 6.191 | 0.128 | 0.010 | − 0.065 | − 0.073 |
| Walk and use is not dangerous indicator (1, if user considers walking and using Pokémon GO is “definitely” or “probably” not dangerous; 0, otherwise) | − 0.350 | − 2.605 | − 0.306 | − 0.042 | 0.133 | 0.216 |
| Walk more indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them walk more; 0, otherwise) | 0.362 | 2.023 | − 0.160 | − 0.003 | 0.086 | 0.077 |
| Healthy indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them healthier; 0, otherwise) | 0.421 | 3.005 | − 0.141 | 0.003 | 0.078 | 0.060 |
| Pay indicator (1, if user spends “at least $10” on Pokémon GO; 0, otherwise) | 0.103 (0.756) | 0.578 (5.308 | − 0.039 | − 0.002 | 0.021 | 0.020 |
| Single indicator (1, if user is single; 0, otherwise) | 0.337 | 2.633 | − 0.129 | − 0.002 | 0.069 | 0.062 |
| Long distance driver indicator (1, if user drives 9,000 miles or more a year; 0, otherwise) | 0.153 (0.657) | 1.209 (6.520 | − 0.058 | − 0.003 | 0.031 | 0.030 |
| μ1 | 0.505 | 8.500 | ||||
| 1.540 | 14.377 | |||||
| AIC | 2.085 | |||||
| AICc | 2.081 | |||||
| McFadden pseudo-R2 | 0.090 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Model estimation results for likelihood of increased bus usage for more in app benefits (N = 400) [BUS]
| Variable | Coefficient | Extremely unlikely | Unlikely | Neutral | Likely or extremely likely | |
|---|---|---|---|---|---|---|
| Constant | 0.690 | |||||
| Extremely familiar indicator (1, if user is “extremely familiar” with Pokémon GO; 0, otherwise) | 0.248 | 2.025 | − 0.062 | − 0.033 | 0.040 | 0.055 |
| Driving increase indicator (1, if user considers using Pokémon GO “definitely” or “probably” increases weekly driving distance; 0, otherwise) | 0.056 (1.741) | 0.351 (9.317 | − 0.013 | − 0.008 | 0.009 | 0.013 |
| Walk and use is not dangerous indicator (1, if user considers walking and using Pokémon GO is “definitely” or “probably” not dangerous; 0, otherwise) | − 0.348 (0.645) | − 2.565 (8.202 | 0.078 | 0.058 | − 0.050 | − 0.086 |
| Healthy indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them healthier; 0, otherwise) | 0.555 | 4.186 | − 0.141 | − 0.068 | 0.088 | 0.121 |
| Extremely likely to use indicator (1, if user is “extremely likely” to use Pokémon GO for the next three months; 0, otherwise) | − 0.054 (0.527) | − 0.407 (5.522 | 0.013 | 0.008 | − 0.009 | − 0.012 |
| Pay indicator (1, if user spends “at least $10” on Pokémon GO; 0, otherwise) | − 0.386 | − 2.724 | 0.099 | 0.047 | − 0.062 | − 0.083 |
| Male indicator (1, if user is male; 0, otherwise) | 0.244 (0.917) | 1.968 (9.514 | − 0.060 | − 0.034 | 0.038 | 0.055 |
| Self-identified bus rider indicator (1, if user answered “yes” to “do you ride a bus”; 0, otherwise) | 1.150 | 7.780 | − 0.208 | − 0.226 | 0.102 | 0.333 |
| μ1 | 1.263 | 12.361 | ||||
| 2.055 | 16.438 | |||||
| AIC | 2.605 | |||||
| AICc | 2.601 | |||||
| McFadden pseudo-R2 | 0.071 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Model estimation results for likelihood of increased non-motorized travel for more in app benefits (N = 400) [NON-MOTORIZED]
| Variable | Coefficient | Extremely unlikely | Unlikely | Neutral | Likely or extremely likely | |
|---|---|---|---|---|---|---|
| Constant | 0.596 | |||||
| Should not be forbidden indicator (1, if user considers using Pokémon GO while driving should “definitely” or “probably” not be forbidden; 0, otherwise) | − 0.078 (1.264) | − 0.380 (5.724 | 0.011 | 0.014 | 0.006 | − 0.031 |
| Driving increase indicator (1, if user considers using Pokémon GO “definitely” or “probably” increases weekly driving distance; 0, otherwise) | 0.651 (0.757) | 3.886 (5.296 | − 0.072 | − 0.114 | − 0.068 | 0.254 |
| Healthy indicator (1, if user considers using Pokémon GO “definitely” or “probably” makes them healthier; 0, otherwise) | 0.643 | 5.033 | − 0.096 | − 0.115 | − 0.039 | 0.250 |
| Extremely likely to use indicator (1, if user is “extremely likely” to use Pokémon GO for the next three months; 0, otherwise) | 0.233 | 1.977 | − 0.031 | − 0.043 | − 0.018 | 0.093 |
| Pay indicator (1, if user spends “at least $10” on Pokémon GO; 0, otherwise) | 0.085 (0.435) | 0.605 (3.915 | − 0.011 | − 0.016 | − 0.007 | 0.034 |
| Male indicator (1, if user is male; 0, otherwise) | − 0.129 (0.437) | − 1.064 (5.228 | 0.017 | 0.024 | 0.010 | − 0.051 |
| Single indicator (1, if user is single; 0, otherwise) | 0.176 | 2.405 | − 0.025 | − 0.033 | − 0.013 | 0.070 |
| Self-identified cyclist indicator (1, if user answered “yes” to “do you ride a bike”; 0, otherwise) | 0.461 | 3.516 | − 0.056 | − 0.083 | − 0.043 | 0.182 |
| μ1 | 0.808 | 9.618 | ||||
| 1.530 | 15.114 | |||||
| AIC | 3.051 | |||||
| AICc | 3.047 | |||||
| McFadden pseudo-R2 | 0.061 |
For a random parameter, the number shown in parentheses denotes the t-statistic of its standard deviation
*Denotes the parameter is significant at 0.05 level
**Denotes the parameter is significant at 0.01 level
Summary of the significant effects of Pokémon GO on route and mode choice decisions
| User characteristics | Route | Mode | App integrations | App design takeaways | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| WORK | NON-WORK | DYNAMIC | CARPOOL | BUS | NON-MOTORIZED | AR | Gamification | Social component | ||
| App familiarity | X | X | X | X | Supplementary tutorials Moderated online forums | |||||
| Long-term user engagement | X | X | X | X | X | X | Incorporate gamification and social component | |||
| In-app spending | X | X | X | X | X | X | Tradeoff between revenue and ability to foster behavioral changes | |||
| Induced driving demand | X | X | X | X | X | Mitigation measures using in-app mechanisms and optimal spatiotemporal distribution of incentives | ||||
| Perceived health benefits | X | X | X | X | X | Collect users’ physical activity data Highlight health benefits through information-based feedback | ||||
| Millennials | X | X | X | X | X | Target user group Incorporate social trends in the app | ||||
| Bus riders or cyclists | X | X | X | Provide additional incentives for using transit and non-motorized modes | ||||||
Fig. 4Conceptual framework for integrated apps
| Number of days played at the time of survey |
| Player level at the time of survey |
| Date of starting to play Pokémon GO |
| Motivations to play Pokémon GO |
| Sources of information or tips related to Pokémon GO |
| Smartphone operating system used for Pokémon GO |
| Frequency of playing Pokémon GO with people they know and strangers |
| Experience of playing Pokémon GO with people they know and strangers |
| Self-reported location lived in at the time of survey |
| Average monthly temperature of the city that individual lived in at the time of survey |
| Educational level |
| Employment status |
| Race/ethnicity |
| Number of vehicles available |
| Annual household income |
| Work/school flexibility |
| Number of household members |