Player enjoyment doesn鈥檛 lead to in-app purchases according to UM-Dearborn faculty鈥檚 Pok茅mon Go research

September 25, 2017

Marketing Assistant Professor Philipp Rauschnabel recently surveyed 600 Pok茅mon Go players to study consumer attitudes and purchasing behavior of the popular augmented reality game.

 Students try to capture Pokemon on campus
Students try to capture Pokemon on campus

Pok茅mon Go players want to catch 鈥檈m all.

And so does the business world鈥攂ut in that case, it鈥檚 the audiences鈥 attention they are after.

Among the first published research studies on the augmented reality game application, Marketing Assistant Professor Philipp Rauschnabel said he and his co-authors researched consumer attitudes, intentions and purchasing behavior.

Using the camera from a cell phone, Pok茅mon Go brings colorful creatures to neighborhoods, parks, businesses, schools and more, Players walk around to find and 鈥渃ollect鈥 them.

Rauschnabel鈥攚ho is co-chairing the 2018 International Augmented and Virtual Reality Conference鈥攕aid he isn鈥檛 necessarily a 鈥済amer,鈥 but he wanted to discover the reason for the success behind the most popular AR game to date.

鈥淎ugmented reality is a trending topic in marketing,鈥 he said. 鈥淪o whether is was a game or a simulation experience that gained mainstream appeal, it鈥檚 important to look at the reasons why and the results of the appeal.鈥

Conducting a questionnaire survey of 600 Pok茅mon Go users starting in summer of 2016鈥攚hen the game launched鈥擱auschnabel and his colleagues Alexander Rossmann from Germany and M. Claudia tom Dieck from England said participants shared some expected answers on why they played: nostalgia for the 1990s-created characters,  physical activity, having an immersive experience and enjoyment from playing.

But others were a bit surprising and may affect how businesses measure financial success when it comes to in-app purchases.

鈥淐ommon sense would argue that people who like playing Pok茅mon Go more are also more likely to spend money on in-app purchases. But results indicate that this is not the case,鈥 said Rauschnabel, noting that Pok茅mon Go is a free-to-play game where users either earn items and accomplishments through long-term game play or bypass earning the accomplishments by paying for them.

鈥淧eople who liked it continued to play and achieve. It was the people who played because it was popular and for status鈥攁nd not for the enjoyment鈥攚ho paid to keep up.鈥

He said that finding is important because it indicates that user evaluations of a game might not be a good indicator for financial performance.

鈥淧opularity will help drive up the status and that may have a financial impact, but in-app purchases and user evaluations of the game are independent from each other,鈥 he said. 鈥淪o if people want a free-to-play game to generate income, simply having it liked isn鈥檛 enough.鈥

Other findings in the gamified research include:

  • Pok茅mon Go consumers, who had data collected and shared and had their locations tracked, weren鈥檛 concerned about data privacy.
  • Although there are physical risks to screen distraction while walking in public, consumers are only marginally concerned about this.
  • Even though consumers play in groups, research showed that socializing isn鈥檛 a gratification factor and wasn鈥檛 relevant in why people play.

Rauschnabel鈥檚 complete research article, 鈥淎n Adoption Framework for Mobile Augmented Reality Games: The Case of Pok茅mon Go,鈥 is available on the .