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General Information
    • ISSN: 2010-3689
    • Frequency: Bimonthly (2011-2014); Monthly (Since 2015)
    • DOI: 10.18178/IJIET
    • Editor-in-Chief: Prof. Dr. Steve Thatcher
    • Executive Editor: Ms. Nancy Y. Liu
    • Abstracting/ Indexing: EI (INSPEC, IET), Electronic Journals Library, Google Scholar, Crossref and ProQuest
    • E-mail: ijiet@ejournal.net
Editor-in-chief
Prof. Dr. Steve Thatcher
University of South Australia, Australia
It is my honor to be the editor-in-chief of IJIET. The journal publishes good papers which focous on the advanced researches in the field of information and education technology. Hopefully, IJIET will become a recognized journal among the scholars in the filed of information and education technology.
IJIET 2017 Vol.7(12): 942-947 ISSN: 2010-3689
doi: 10.18178/ijiet.2017.7.12.1000

A Study of a Mobile Game on the Interrelationships of Technology Acceptance, Interpersonal Relation, Sense of Direction, and Information Literacy — A Case of Pokémon GO

Peng-Chun Lin, Hsin-Ke Lu, Yi-Hui Lin, and Wei-Huan Tsang
Abstract—The constant innovation of technology information has been prompting the development of mobile games. With the development, mobile games have an increasing influence on human beings. In June of 2016, Niantic Labs launched a mobile game called Pokémon GO, which led to a wave to play mobile games and stimulated the development of game industry. In addition, Pokémon GO was not only played for pleasure, but the police in Rotterdam, the Netherlands, also exploited the characteristic that Pokémon GO made players crowd in order to lower the crime rate. Additionally, Japan National Tourism Organization utilized Pokémon GO to increase the number of tourists by means of raising the probability of special pocket monsters showing up at specific spots. This study took a mobile game, Pokémon GO as a case and investigated the relationship among technology acceptance, interpersonal relation, sense of direction, and information literacy based on the model of technology acceptance (TAM).
The total number of the valid questionnaires which were collected in Taiwan was 306. The result showed that social influence and enjoyment had an impact on mobile game users' behavioral intention. The mobile game's ease of use perceived by the users had an effect on enjoyment of the mobile game. In addition, from users' self-evaluation, they thought this game improved their interpersonal relation, sense of direction, and information literacy. Future studies can center on users from different countries and explore design elements of mobile games, marketing strategies, and the impact on users' mental and physical state.

Index Terms—Mobile game, augmented reality, sense of direction, interpersonal relation, technology acceptance model (TAM), Pokémon GO.

Peng-Chun Lin, Hsin-Ke Lu, and Yi-Hui Lin are with the Chinese Culture University, 231 Taipei, Taiwan (R.O.C.) (e-mail: pclin@sce.pccu.edu.tw, sklu@sce.pccu.edu.tw, yhlin@sce.pccu.edu.tw).
Wei-Huan Tsang is with the University of Sussex, BN1 9RH, United Kingdom (e-mail: wt83@sussex.uk).

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Cite: Peng-Chun Lin, Hsin-Ke Lu, Yi-Hui Lin, and Wei-Huan Tsang, "A Study of a Mobile Game on the Interrelationships of Technology Acceptance, Interpersonal Relation, Sense of Direction, and Information Literacy — A Case of Pokémon GO," International Journal of Information and Education Technology vol. 7, no. 12, pp. 942-947, 2017.

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