Is augmented reality leading to more risky behaviors? An experiment with Pokemon Go


Article de colloque

Contributeurs:

État de publication: Publiée (2017 Juillet )

Titre des actes: International Conference on HCI in Business, Government, and Organizations

Éditeur: Springer

Intervalle de pages: 354-361

Résumé: Released in the summer of 2016, Pokémon Go is one of the world’s most downloaded applications. Using augmented reality technology, this game has become the latest craze among young people and adults. However, it has also caused several accidents because of players getting distracted while walking. Following the research that has been conducted on texting while walking, it would be interesting to compare the risks arising from gaming while walking. This research therefore compares dangerous behaviors exhibited in three conditions using a smartphone while walking, Pokémon Go with augmented reality, Pokémon Go without, and texting while walking. We can conclude that playing Pokémon Go, with and without augmented reality, leads to more dangerous behaviors overall than texting. We also observe the appearance of a new risky behavior when playing Pokémon Go that is unseen in texting while walking, abrupt stops.