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and Catherine Flick1
This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.
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https://doi.org/10.1386/jgvw.11.3.309_1 Published content will be available immediately after check-out or when it is released in case of a pre-order. Please make sure to be logged in to see all available purchase options.